<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>RAII on kenji.blog</title><link>http://kenji.blog/ko/tags/raii/</link><description>Recent content in RAII on kenji.blog</description><generator>Hugo -- gohugo.io</generator><language>ko</language><copyright>kenjinote</copyright><lastBuildDate>Sat, 12 Sep 2026 06:00:00 +0900</lastBuildDate><atom:link href="http://kenji.blog/ko/tags/raii/index.xml" rel="self" type="application/rss+xml"/><item><title>Windows API (Win32)를 현대 C++에서 안전하고 모던하게 다루는 방법</title><link>http://kenji.blog/ko/p/modern-cpp-win32-api-safe-handling/</link><pubDate>Sat, 12 Sep 2026 06:00:00 +0900</pubDate><guid>http://kenji.blog/ko/p/modern-cpp-win32-api-safe-handling/</guid><description>&lt;img src="http://kenji.blog/p/modern-cpp-win32-api-safe-handling/img/eyecatch.jpg" alt="Featured image of post Windows API (Win32)를 현대 C++에서 안전하고 모던하게 다루는 방법" />&lt;h2 id="1-시작하며-c언어-기반의-win32-api와-현대-c의-괴리">1. 시작하며: C언어 기반의 Win32 API와 현대 C++의 괴리
&lt;/h2>&lt;p>Windows OS의 기반이 되는 **Windows API (통칭 Win32 API)**는 1990년대 Windows NT나 Windows 95 시절부터 면면히 이어져 온 거대한 C언어 인터페이스입니다. 현재도 Windows용 네이티브 애플리케이션을 개발할 때 OS의 핵심 기능(프로세스 관리, 파일 I/O, 스레드 동기화, 창 제어 등)에 접근하려면 최종적으로 이 Win32 API를 호출해야 합니다.&lt;/p>
&lt;p>하지만 Win32 API는 순수 C언어용으로 설계되어 있어, **현대 C++ (Modern C++)**이 가진 고도의 언어 기능(예외 처리, RAII를 통한 자동 리소스 관리, 이동 의미론(Move Semantics), 타입 안전한 열거형, 스마트 포인터 등)을 전제로 하지 않습니다. 그 결과, 네이티브 Win32 API를 그대로 C++ 코드에 섞어 쓰면 다음과 같은 문제가 발생합니다.&lt;/p>
&lt;ul>
&lt;li>&lt;strong>수동 리소스 관리:&lt;/strong> &lt;code>CreateFile&lt;/code>이나 &lt;code>CreateEvent&lt;/code>로 얻은 &lt;code>HANDLE&lt;/code>은 반드시 &lt;code>CloseHandle&lt;/code>로 해제해야 한다.&lt;/li>
&lt;li>&lt;strong>예외 안전성의 부재:&lt;/strong> C++ 예외가 발생(Throw)했을 때, 적절하게 &lt;code>CloseHandle&lt;/code>을 호출하는 처리를 작성해두지 않으면 쉽게 리소스 누수(Leak)가 발생한다.&lt;/li>
&lt;li>&lt;strong>일관성 없는 에러 표현:&lt;/strong> 어떤 API는 &lt;code>BOOL&lt;/code>을 반환하고 실패 시 &lt;code>GetLastError()&lt;/code>를 호출해야 한다. 다른 API는 &lt;code>HRESULT&lt;/code>를 반환하고, 또 다른 API(GDI 등)는 &lt;code>NULL&lt;/code>을 반환한다.&lt;/li>
&lt;li>&lt;strong>타입 안전성 결여:&lt;/strong> &lt;code>HANDLE&lt;/code>이나 &lt;code>HWND&lt;/code>, &lt;code>HDC&lt;/code> 등은 매크로를 확장하면 단순한 &lt;code>void*&lt;/code>에 불과한 경우가 많아, 컴파일러에 의한 엄격한 타입 검사가 제대로 작동하지 않는다.&lt;/li>
&lt;/ul>
&lt;p>본 문서에서는 이러한 &amp;lsquo;레거시 C 인터페이스&amp;rsquo;의 함정을 피하고, 현대 C++ (C++11/14/17/20/23)의 기능을 사용하여 &lt;strong>안전(Safe)하고 모던(Modern)하게 Win32 API를 다루는 방법&lt;/strong>에 대해 매우 상세히 해설합니다.&lt;/p>
&lt;hr>
&lt;h2 id="2-네이티브-win32-api의-위험성-리소스-누수와-에러-처리의-함정">2. 네이티브 Win32 API의 위험성: 리소스 누수와 에러 처리의 함정
&lt;/h2>&lt;p>우선 기존의 C 스타일로 Win32 API를 호출하는 일반적인 코드를 살펴보겠습니다. 언뜻 보기에는 문제없어 보이지만, 현대 C++의 관점에서는 치명적인 취약성을 안고 있습니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;windows.h&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;iostream&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;vector&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="kt">void&lt;/span> &lt;span class="nf">ProcessFileLegacy&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">const&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">wstring&lt;/span>&lt;span class="o">&amp;amp;&lt;/span> &lt;span class="n">filename&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 1. 파일 핸들 얻기
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">HANDLE&lt;/span> &lt;span class="n">hFile&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">CreateFileW&lt;/span>&lt;span class="p">(&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">filename&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">c_str&lt;/span>&lt;span class="p">(),&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">GENERIC_READ&lt;/span>&lt;span class="p">,&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">FILE_SHARE_READ&lt;/span>&lt;span class="p">,&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="nb">NULL&lt;/span>&lt;span class="p">,&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">OPEN_EXISTING&lt;/span>&lt;span class="p">,&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">FILE_ATTRIBUTE_NORMAL&lt;/span>&lt;span class="p">,&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="nb">NULL&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span> &lt;span class="o">==&lt;/span> &lt;span class="n">INVALID_HANDLE_VALUE&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">cerr&lt;/span> &lt;span class="o">&amp;lt;&amp;lt;&lt;/span> &lt;span class="s">&amp;#34;Failed to open file. Error: &amp;#34;&lt;/span> &lt;span class="o">&amp;lt;&amp;lt;&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">GetLastError&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">&amp;lt;&amp;lt;&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">endl&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">return&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 2. 파일 크기 얻기
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">LARGE_INTEGER&lt;/span> &lt;span class="n">fileSize&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="o">!::&lt;/span>&lt;span class="n">GetFileSizeEx&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="o">&amp;amp;&lt;/span>&lt;span class="n">fileSize&lt;/span>&lt;span class="p">))&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">CloseHandle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">);&lt;/span> &lt;span class="c1">// 에러 시 수동 해제
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">return&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 3. 메모리 확보 및 읽기
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">vector&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="kt">char&lt;/span>&lt;span class="o">&amp;gt;&lt;/span> &lt;span class="n">buffer&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">fileSize&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">QuadPart&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">DWORD&lt;/span> &lt;span class="n">bytesRead&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="o">!::&lt;/span>&lt;span class="n">ReadFile&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">buffer&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">data&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="n">buffer&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">size&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="o">&amp;amp;&lt;/span>&lt;span class="n">bytesRead&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="nb">NULL&lt;/span>&lt;span class="p">))&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">CloseHandle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">);&lt;/span> &lt;span class="c1">// 에러 시 수동 해제
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">return&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// --- 여기서 예외가 발생하는 처리가 있다고 가정 ---
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="c1">// 예: buffer 내용을 분석하는 함수가 std::runtime_error를 발생(Throw)
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="c1">// ParseBuffer(buffer); // 만약 예외가 날아가면, 아래의 CloseHandle은 호출되지 않고 누수된다!
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 4. 리소스 수동 해제
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">CloseHandle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;h3 id="이-코드의-무엇이-문제일까">이 코드의 무엇이 문제일까?
&lt;/h3>&lt;ol>
&lt;li>&lt;strong>코드의 중복과 번잡함:&lt;/strong> 조기 리턴(&lt;code>return&lt;/code>)을 할 때마다 &lt;code>::CloseHandle(hFile);&lt;/code>을 작성해야 하므로, DRY(Don&amp;rsquo;t Repeat Yourself) 원칙에 위배됩니다.&lt;/li>
&lt;li>&lt;strong>예외 안전성의 완전한 결여 (Exception Unsafe):&lt;/strong> C++에서는 &lt;code>std::vector&lt;/code>의 메모리 할당 실패 시(&lt;code>std::bad_alloc&lt;/code>)나 다른 함수가 예외를 발생시켰을 때 함수에서 강제로 빠져나갑니다. 이때 마지막의 &lt;code>CloseHandle&lt;/code>은 실행되지 않으므로, &lt;strong>파일 핸들이 영원히 누수&lt;/strong>됩니다(프로세스가 종료될 때까지 파일이 계속 잠겨 있는 등 심각한 버그를 유발합니다).&lt;/li>
&lt;/ol>
&lt;hr>
&lt;h2 id="3-예외-안전과-리소스-관리의-수학적-모델">3. 예외 안전과 리소스 관리의 수학적 모델
&lt;/h2>&lt;p>여기서 수동 리소스 관리가 얼마나 취약한지 수학적(확률론적)으로 모델링해 보겠습니다.&lt;/p>
&lt;p>함수 내에 $N$개의 리소스 확보(또는 조기 리턴 포인트, 예외 발생 포인트)가 있다고 가정합니다. 각 단계 $i$에서 에러나 예외가 발생하여 함수에서 빠져나갈 확률을 $P(\text{Exit}_i)$라고 합니다. 수동으로 올바르게 정리 코드(&lt;code>CloseHandle&lt;/code> 등)를 모든 탈출 경로에 작성하지 못해 리소스가 누수될 확률을 생각해보겠습니다.&lt;/p>
&lt;p>인간의 부주의에 의한 작성 누락이나 미지의 예외로 인한 예기치 못한 탈출이 발생할 확률(하나의 경로당 누수 확률)을 $p$라고 두면, 프로그램 전체에서 적어도 하나의 리소스 누수가 발생할 확률 $P(\text{Leak})$는 다음 식으로 나타납니다.&lt;/p>
$$ P(\text{Leak}) = 1 - (1 - p)^N $$
&lt;p>예를 들어, $p = 0.05$(5%의 확률로 예외 처리나 정리를 실수한다)이고, $N = 20$(복잡한 함수에서 20곳의 에러 리턴이나 예외 포인트가 있다)인 경우:&lt;/p>
$$ P(\text{Leak}) = 1 - (1 - 0.05)^{20} \approx 1 - 0.358 = 0.642 $$
&lt;p>놀랍게도, &lt;strong>약 64.2%의 확률로 어딘가에 리소스 누수 버그가 숨어있게&lt;/strong> 됩니다. 소프트웨어의 규모가 커져서 $N \to \infty$가 되면, $P(\text{Leak}) \to 1$이 되어 시스템은 필연적으로 파탄납니다.&lt;/p>
&lt;p>이러한 수학적 현실에 대항하기 위한 유일한 합리적인 수단이 C++의 **RAII (Resource Acquisition Is Initialization)**입니다.&lt;/p>
&lt;hr>
&lt;h2 id="4-raii-resource-acquisition-is-initialization의-기초">4. RAII (Resource Acquisition Is Initialization)의 기초
&lt;/h2>&lt;p>RAII는 C++의 창시자인 비야네 스트롭스트룹(Bjarne Stroustrup)이 제창한 개념입니다. 그 원칙은 매우 단순하고 강력합니다.&lt;/p>
&lt;ol>
&lt;li>리소스 확보(Acquisition)를 객체의 **생성자(Initialization)**에서 수행한다.&lt;/li>
&lt;li>리소스 해제를 객체의 &lt;strong>소멸자&lt;/strong>에서 수행한다.&lt;/li>
&lt;/ol>
&lt;p>C++의 언어 사양에 따라, 스코프를 벗어날 때(정상적인 &lt;code>return&lt;/code>이든 예외에 의한 스택 언와인딩 중이든) 스택에 확보된 객체의 소멸자는 &lt;strong>확실하고 자동적으로&lt;/strong> 호출됩니다.&lt;/p>
&lt;p>이를 통해 앞서 언급한 수식에서 인간의 실수 확률 $p$를 수학적으로 **$0$**으로 만들 수 있습니다.&lt;/p>
&lt;h3 id="객체-라이프사이클의-시각화">객체 라이프사이클의 시각화
&lt;/h3>&lt;p>다음 시퀀스 다이어그램은 네이티브 API를 사용한 수동 관리와 RAII를 사용한 자동 관리의 라이프사이클 차이를 보여줍니다.&lt;/p>
&lt;div class="mermaid">sequenceDiagram
participant App as "C++ Application"
participant Wrapper as "RAII Wrapper"
participant OS as "Windows OS (Win32)"
Note over App, OS: "네이티브 Win32 API (수동 관리)"
App->>OS: "CreateFile()"
OS-->>App: "Return Raw HANDLE"
App->>App: "Do work (예외 발생!)"
App--xOS: "CloseHandle() 은 건너뜀"
Note right of OS: "리소스 누수 발생"
Note over App, OS: "모던 C++ (RAII 관리)"
App->>Wrapper: "Request Resource"
Wrapper->>OS: "CreateFile()"
OS-->>Wrapper: "Return Raw HANDLE"
Wrapper-->>App: "Return std::unique_ptr"
App->>App: "Do work (예외 발생!)"
Note over App, Wrapper: "스택 언와인딩에 의해 소멸자 기동"
Wrapper->>OS: "CloseHandle()"
Note right of OS: "안전하게 리소스 해제"&lt;/div>
&lt;hr>
&lt;h2 id="5-stdunique_ptr을-이용한-handle의-안전한-래핑-방법">5. &lt;code>std::unique_ptr&lt;/code>을 이용한 &lt;code>HANDLE&lt;/code>의 안전한 래핑 방법
&lt;/h2>&lt;p>C++11 이후 표준 라이브러리에는 범용적인 RAII 래퍼인 &lt;code>std::unique_ptr&lt;/code>이 준비되어 있습니다. 이는 단순한 메모리(&lt;code>new/delete&lt;/code>) 관리뿐만 아니라 **커스텀 삭제자(Custom Deleter)**를 지정하여 모든 리소스 관리에 응용할 수 있습니다.&lt;/p>
&lt;p>Win32의 &lt;code>HANDLE&lt;/code>을 &lt;code>std::unique_ptr&lt;/code>로 관리하기 위한 기본적인 삭제자는 다음과 같이 작성할 수 있습니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;windows.h&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;memory&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">// HANDLE용 커스텀 삭제자
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="k">struct&lt;/span> &lt;span class="nc">handle_deleter&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// std::unique_ptr이 내부적으로 다룰 포인터 타입 지정
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">using&lt;/span> &lt;span class="n">pointer&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">HANDLE&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="kt">void&lt;/span> &lt;span class="nf">operator&lt;/span>&lt;span class="p">()(&lt;/span>&lt;span class="n">HANDLE&lt;/span> &lt;span class="n">handle&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="k">const&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">handle&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="k">nullptr&lt;/span> &lt;span class="o">&amp;amp;&amp;amp;&lt;/span> &lt;span class="n">handle&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="n">INVALID_HANDLE_VALUE&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">CloseHandle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">handle&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">};&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">// 안전한 핸들의 타입 별칭
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="k">using&lt;/span> &lt;span class="n">unique_handle&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">unique_ptr&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="kt">void&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">handle_deleter&lt;/span>&lt;span class="o">&amp;gt;&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;p>이 &lt;code>unique_handle&lt;/code>을 사용하면, 앞서 본 위험한 코드는 다음과 같이 거듭납니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="kt">void&lt;/span> &lt;span class="nf">ProcessFileModern&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">const&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">wstring&lt;/span>&lt;span class="o">&amp;amp;&lt;/span> &lt;span class="n">filename&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 확보한 직후 RAII 객체에 소유권을 넘긴다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">unique_handle&lt;/span> &lt;span class="n">hFile&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">CreateFileW&lt;/span>&lt;span class="p">(&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">filename&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">c_str&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="n">GENERIC_READ&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">FILE_SHARE_READ&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="nb">NULL&lt;/span>&lt;span class="p">,&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">OPEN_EXISTING&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">FILE_ATTRIBUTE_NORMAL&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="nb">NULL&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">));&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 에러 체크 (INVALID_HANDLE_VALUE에 대한 대응은 후술)
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">get&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">==&lt;/span> &lt;span class="n">INVALID_HANDLE_VALUE&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">throw&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">runtime_error&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s">&amp;#34;Failed to open file&amp;#34;&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">LARGE_INTEGER&lt;/span> &lt;span class="n">fileSize&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="o">!::&lt;/span>&lt;span class="n">GetFileSizeEx&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">get&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="o">&amp;amp;&lt;/span>&lt;span class="n">fileSize&lt;/span>&lt;span class="p">))&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">throw&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">runtime_error&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s">&amp;#34;Failed to get file size&amp;#34;&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">vector&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="kt">char&lt;/span>&lt;span class="o">&amp;gt;&lt;/span> &lt;span class="n">buffer&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">fileSize&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">QuadPart&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">DWORD&lt;/span> &lt;span class="n">bytesRead&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="o">!::&lt;/span>&lt;span class="n">ReadFile&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">get&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="n">buffer&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">data&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="n">buffer&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">size&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="o">&amp;amp;&lt;/span>&lt;span class="n">bytesRead&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="nb">NULL&lt;/span>&lt;span class="p">))&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">throw&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">runtime_error&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s">&amp;#34;Failed to read file&amp;#34;&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 여기서 예외가 발생해도, 조기 리턴을 해도,
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="c1">// 함수를 빠져나가는 순간 unique_handle의 소멸자가 CloseHandle을 호출한다!
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;hr>
&lt;h2 id="6-심화-invalid_handle_value와-nullptr-문제의-해결">6. 심화: &lt;code>INVALID_HANDLE_VALUE&lt;/code>와 &lt;code>nullptr&lt;/code> 문제의 해결
&lt;/h2>&lt;p>Win32 API를 다룰 때 C++ 프로그래머를 가장 괴롭히는 사양 중 하나가 &lt;strong>유효하지 않은 핸들의 표현이 일관되지 않다는 것&lt;/strong>입니다.&lt;/p>
&lt;ul>
&lt;li>&lt;code>CreateEvent&lt;/code>나 &lt;code>CreateThread&lt;/code> 등: 실패하면 &lt;code>NULL&lt;/code> (&lt;code>nullptr&lt;/code>)을 반환한다.&lt;/li>
&lt;li>&lt;code>CreateFile&lt;/code> 등: 실패하면 &lt;code>INVALID_HANDLE_VALUE&lt;/code> (값으로는 &lt;code>(HANDLE)-1&lt;/code>)를 반환한다.&lt;/li>
&lt;/ul>
&lt;p>표준 &lt;code>std::unique_ptr&lt;/code>은 내부 포인터가 &lt;code>nullptr&lt;/code>인 경우를 &amp;lsquo;비어 있는 상태(리소스를 소유하지 않은 상태)&amp;lsquo;로 특별 취급합니다. 즉, &lt;code>if (ptr)&lt;/code>과 같은 진위 여부 판정은 &lt;code>nullptr&lt;/code>에 대해서만 &lt;code>false&lt;/code>를 반환합니다.&lt;/p>
&lt;p>하지만 &lt;code>CreateFile&lt;/code>이 실패하여 &lt;code>INVALID_HANDLE_VALUE&lt;/code>를 반환한 경우, &lt;code>std::unique_ptr&lt;/code>은 이를 &amp;lsquo;유효한 비-NULL 포인터&amp;rsquo;로 오인하고 맙니다.&lt;/p>
&lt;p>이 문제를 우아하게 해결하려면 C++의 &lt;code>std::unique_ptr&lt;/code>의 고도화된 사양을 이용하여 &lt;strong>커스텀 포인터 타입&lt;/strong>을 정의합니다.&lt;/p>
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&lt;td class="lntd">
&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;windows.h&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;memory&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="k">struct&lt;/span> &lt;span class="nc">win32_handle_traits&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 커스텀 포인터 타입 정의
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">class&lt;/span> &lt;span class="nc">pointer&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">HANDLE&lt;/span> &lt;span class="n">m_handle&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">public&lt;/span>&lt;span class="o">:&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 기본 생성이나 nullptr 대입 시 INVALID_HANDLE_VALUE를 초기값으로 하는 설계도 가능하지만,
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="c1">// 범용성을 높이기 위해 nullptr과 INVALID_HANDLE_VALUE를 모두 무효 상태로 취급한다.
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">pointer&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="o">:&lt;/span> &lt;span class="n">m_handle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">nullptr&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">pointer&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">nullptr_t&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="o">:&lt;/span> &lt;span class="n">m_handle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">nullptr&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">pointer&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">HANDLE&lt;/span> &lt;span class="n">h&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="o">:&lt;/span> &lt;span class="n">m_handle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">h&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// operator bool을 오버로딩하여 Win32의 2종류의 무효 값을 모두 거른다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">explicit&lt;/span> &lt;span class="k">operator&lt;/span> &lt;span class="nf">bool&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="k">const&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">return&lt;/span> &lt;span class="n">m_handle&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="k">nullptr&lt;/span> &lt;span class="o">&amp;amp;&amp;amp;&lt;/span> &lt;span class="n">m_handle&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="n">INVALID_HANDLE_VALUE&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">operator&lt;/span> &lt;span class="nf">HANDLE&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="k">const&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span> &lt;span class="k">return&lt;/span> &lt;span class="n">m_handle&lt;/span>&lt;span class="p">;&lt;/span> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">friend&lt;/span> &lt;span class="kt">bool&lt;/span> &lt;span class="k">operator&lt;/span>&lt;span class="o">==&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">pointer&lt;/span> &lt;span class="n">a&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">pointer&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span> &lt;span class="k">return&lt;/span> &lt;span class="n">a&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">m_handle&lt;/span> &lt;span class="o">==&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">m_handle&lt;/span>&lt;span class="p">;&lt;/span> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">friend&lt;/span> &lt;span class="kt">bool&lt;/span> &lt;span class="k">operator&lt;/span>&lt;span class="o">!=&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">pointer&lt;/span> &lt;span class="n">a&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">pointer&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span> &lt;span class="k">return&lt;/span> &lt;span class="n">a&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">m_handle&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">m_handle&lt;/span>&lt;span class="p">;&lt;/span> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">};&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="kt">void&lt;/span> &lt;span class="nf">operator&lt;/span>&lt;span class="p">()(&lt;/span>&lt;span class="n">pointer&lt;/span> &lt;span class="n">p&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="k">const&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">p&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span> &lt;span class="c1">// operator bool이 호출된다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">CloseHandle&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">p&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">};&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="k">using&lt;/span> &lt;span class="n">safe_win32_handle&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">unique_ptr&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="kt">void&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">win32_handle_traits&lt;/span>&lt;span class="o">&amp;gt;&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;p>이 구현을 통해 다음과 같이 직관적이고 안전한 코드를 작성할 수 있게 됩니다.&lt;/p>
&lt;div class="highlight">&lt;div class="chroma">
&lt;table class="lntable">&lt;tr>&lt;td class="lntd">
&lt;pre tabindex="0" class="chroma">&lt;code>&lt;span class="lnt">1
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&lt;/span>&lt;/code>&lt;/pre>&lt;/td>
&lt;td class="lntd">
&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="n">safe_win32_handle&lt;/span> &lt;span class="nf">hFile&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">CreateFileW&lt;/span>&lt;span class="p">(...));&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="o">!&lt;/span>&lt;span class="n">hFile&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// nullptr과 INVALID_HANDLE_VALUE 양쪽 모두 여기서 캐치할 수 있다!
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">throw&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">system_error&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">GetLastError&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">system_category&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="s">&amp;#34;CreateFile failed&amp;#34;&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;hr>
&lt;h2 id="7-gdi-객체hdc-hbitmap의-고도화된-raii-관리">7. GDI 객체(&lt;code>HDC&lt;/code>, &lt;code>HBITMAP&lt;/code>)의 고도화된 RAII 관리
&lt;/h2>&lt;p>Win32의 또 다른 난관은 GDI (Graphics Device Interface)의 리소스 관리입니다.
GDI 객체(펜, 브러시, 폰트, 비트맵 등)는 생성 후 &lt;code>SelectObject&lt;/code>로 장치 컨텍스트(&lt;code>HDC&lt;/code>)에 선택하여 사용하고, 사용이 끝나면 &lt;strong>원래의 객체를 다시 SelectObject하여 복원한 뒤, DeleteObject로 파기해야 한다&lt;/strong>는 매우 번거로운 방식이 요구됩니다.&lt;/p>
&lt;p>이를 RAII로 해결하기 위한 래퍼는 다음과 같습니다.&lt;/p>
&lt;div class="highlight">&lt;div class="chroma">
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&lt;td class="lntd">
&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="c1">// GDI 객체 삭제용 삭제자
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="k">struct&lt;/span> &lt;span class="nc">gdi_deleter&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">using&lt;/span> &lt;span class="n">pointer&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">HGDIOBJ&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="kt">void&lt;/span> &lt;span class="nf">operator&lt;/span>&lt;span class="p">()(&lt;/span>&lt;span class="n">HGDIOBJ&lt;/span> &lt;span class="n">obj&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="k">const&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">obj&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="k">nullptr&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">DeleteObject&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">obj&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">};&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="k">using&lt;/span> &lt;span class="n">unique_gdi_obj&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">unique_ptr&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="kt">void&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">gdi_deleter&lt;/span>&lt;span class="o">&amp;gt;&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">// SelectObject의 RAII 래퍼 (스코프를 빠져나갈 때 원래의 객체를 복원한다)
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="k">class&lt;/span> &lt;span class="nc">gdi_selector&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">HDC&lt;/span> &lt;span class="n">m_hdc&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">HGDIOBJ&lt;/span> &lt;span class="n">m_oldObj&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="k">public&lt;/span>&lt;span class="o">:&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">gdi_selector&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">HDC&lt;/span> &lt;span class="n">hdc&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">HGDIOBJ&lt;/span> &lt;span class="n">newObj&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="o">:&lt;/span> &lt;span class="n">m_hdc&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hdc&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 새로운 객체를 선택하고, 이전 객체를 저장
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">m_oldObj&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">SelectObject&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">m_hdc&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">newObj&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">~&lt;/span>&lt;span class="n">gdi_selector&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">m_oldObj&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="k">nullptr&lt;/span> &lt;span class="o">&amp;amp;&amp;amp;&lt;/span> &lt;span class="n">m_oldObj&lt;/span> &lt;span class="o">!=&lt;/span> &lt;span class="n">HGDI_ERROR&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 스코프를 빠져나갈 때 자동 복원
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">SelectObject&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">m_hdc&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">m_oldObj&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 복사 금지
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">gdi_selector&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">const&lt;/span> &lt;span class="n">gdi_selector&lt;/span>&lt;span class="o">&amp;amp;&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="k">delete&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">gdi_selector&lt;/span>&lt;span class="o">&amp;amp;&lt;/span> &lt;span class="k">operator&lt;/span>&lt;span class="o">=&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">const&lt;/span> &lt;span class="n">gdi_selector&lt;/span>&lt;span class="o">&amp;amp;&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="k">delete&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">};&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;h3 id="사용-예시">사용 예시
&lt;/h3>&lt;div class="highlight">&lt;div class="chroma">
&lt;table class="lntable">&lt;tr>&lt;td class="lntd">
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="kt">void&lt;/span> &lt;span class="nf">DrawMyGraphics&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">HDC&lt;/span> &lt;span class="n">hdc&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 펜 생성 (RAII 관리)
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">unique_gdi_obj&lt;/span> &lt;span class="n">hPen&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">CreatePen&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">PS_SOLID&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">RGB&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">255&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">)));&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 펜을 HDC에 선택 (스코프 관리)
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">gdi_selector&lt;/span> &lt;span class="n">penSelect&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hdc&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">hPen&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">get&lt;/span>&lt;span class="p">());&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 그리기 처리...
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">MoveToEx&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hdc&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="nb">NULL&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">LineTo&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">hdc&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">100&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">100&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 스코프를 빠져나갈 때 penSelect의 소멸자가 이전 펜을 SelectObject로 복원한다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 함수를 빠져나갈 때 hPen의 소멸자가 DeleteObject를 호출한다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;p>이처럼 라이프사이클이 중첩되는 리소스 관리는 RAII의 독무대입니다.&lt;/p>
&lt;hr>
&lt;h2 id="8-스레드-동기화-객체의-모더니제이션">8. 스레드 동기화 객체의 모더니제이션
&lt;/h2>&lt;p>Win32에는 &lt;code>CRITICAL_SECTION&lt;/code>이나 &lt;code>SRWLOCK&lt;/code> 등의 스레드 동기화 원시(Primitive) 요소들이 존재합니다. 이들 역시 &lt;code>EnterCriticalSection&lt;/code> / &lt;code>LeaveCriticalSection&lt;/code>을 수동으로 호출하는 것은 예외 안전성의 관점에서 금물입니다.&lt;/p>
&lt;p>C++11의 &lt;code>std::mutex&lt;/code>나 &lt;code>std::lock_guard&lt;/code>는 매우 편리하지만, OS 네이티브의 고속 잠금 기구를 직접 사용하고 싶은 상황(특히 SRWLock은 매우 가볍습니다)도 있습니다.
표준 &lt;code>std::lock_guard&lt;/code>는 &lt;code>lock()&lt;/code>과 &lt;code>unlock()&lt;/code>이라는 멤버 함수를 가진 임의의 타입을 받아들이는 사양(덕 타이핑 같은 템플릿 사양)으로 되어 있습니다. 이를 활용합니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="k">class&lt;/span> &lt;span class="nc">win32_srwlock&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">SRWLOCK&lt;/span> &lt;span class="n">m_lock&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="k">public&lt;/span>&lt;span class="o">:&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">win32_srwlock&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">InitializeSRWLock&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">&amp;amp;&lt;/span>&lt;span class="n">m_lock&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// std::lock_guard가 요구하는 인터페이스
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="kt">void&lt;/span> &lt;span class="nf">lock&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">AcquireSRWLockExclusive&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">&amp;amp;&lt;/span>&lt;span class="n">m_lock&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="kt">void&lt;/span> &lt;span class="nf">unlock&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="k">noexcept&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">ReleaseSRWLockExclusive&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">&amp;amp;&lt;/span>&lt;span class="n">m_lock&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 복사·이동 금지
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">win32_srwlock&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">const&lt;/span> &lt;span class="n">win32_srwlock&lt;/span>&lt;span class="o">&amp;amp;&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="k">delete&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">win32_srwlock&lt;/span>&lt;span class="o">&amp;amp;&lt;/span> &lt;span class="k">operator&lt;/span>&lt;span class="o">=&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">const&lt;/span> &lt;span class="n">win32_srwlock&lt;/span>&lt;span class="o">&amp;amp;&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="k">delete&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">};&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;p>이를 통해 완전히 C++ 표준 라이브러리의 방식대로 Win32의 잠금을 다룰 수 있습니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="n">win32_srwlock&lt;/span> &lt;span class="n">g_myLock&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="kt">int&lt;/span> &lt;span class="n">g_sharedData&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="kt">void&lt;/span> &lt;span class="nf">UpdateData&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 예외 안전한 잠금 획득
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">lock_guard&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="n">win32_srwlock&lt;/span>&lt;span class="o">&amp;gt;&lt;/span> &lt;span class="n">lock&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">g_myLock&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">g_sharedData&lt;/span>&lt;span class="o">++&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">g_sharedData&lt;/span> &lt;span class="o">&amp;gt;&lt;/span> &lt;span class="mi">100&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">throw&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">runtime_error&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s">&amp;#34;Overflow&amp;#34;&lt;/span>&lt;span class="p">);&lt;/span> &lt;span class="c1">// 예외가 발생해도 안전하게 잠금 해제!
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;hr>
&lt;h2 id="9-c-표준-라이브러리와의-통합-stdsystem_error와-hresult">9. C++ 표준 라이브러리와의 통합: &lt;code>std::system_error&lt;/code>와 &lt;code>HRESULT&lt;/code>
&lt;/h2>&lt;p>Win32의 에러는 &lt;code>GetLastError()&lt;/code> (DWORD 타입)와 COM이나 DirectX에서 사용되는 &lt;code>HRESULT&lt;/code>의 2종류가 주류입니다. 이들을 C++의 예외인 &lt;code>std::system_error&lt;/code>로 변환함으로써 에러 핸들링을 모던화할 수 있습니다.&lt;/p>
&lt;p>&lt;code>GetLastError()&lt;/code>를 발생(Throw)시킬 때, MSVC(Visual C++)의 구현에서는 &lt;code>std::system_category()&lt;/code>가 Win32의 에러 코드와 메시지의 매핑을 제공해 줍니다.&lt;/p>
&lt;div class="highlight">&lt;div class="chroma">
&lt;table class="lntable">&lt;tr>&lt;td class="lntd">
&lt;pre tabindex="0" class="chroma">&lt;code>&lt;span class="lnt">1
&lt;/span>&lt;span class="lnt">2
&lt;/span>&lt;span class="lnt">3
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="kr">inline&lt;/span> &lt;span class="kt">void&lt;/span> &lt;span class="nf">throw_if_win32_error&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">BOOL&lt;/span> &lt;span class="n">result&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="k">const&lt;/span> &lt;span class="kt">char&lt;/span>&lt;span class="o">*&lt;/span> &lt;span class="n">msg&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="s">&amp;#34;Win32 API failed&amp;#34;&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="o">!&lt;/span>&lt;span class="n">result&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">DWORD&lt;/span> &lt;span class="n">err&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="o">::&lt;/span>&lt;span class="n">GetLastError&lt;/span>&lt;span class="p">();&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// std::system_category는 FormatMessage API를 내부에서 호출하여, 에러 문자열을 생성해 준다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="k">throw&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">system_error&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">err&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">system_category&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="n">msg&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;p>한편 &lt;code>HRESULT&lt;/code>에 대해서는 전용 에러 카테고리를 작성하거나 Windows 표준인 &lt;code>_com_error&lt;/code>를 사용합니다.&lt;/p>
&lt;hr>
&lt;h2 id="10-stdexpected-c23를-이용한-모던한-에러-핸들링">10. &lt;code>std::expected&lt;/code> (C++23)를 이용한 모던한 에러 핸들링
&lt;/h2>&lt;p>C++23부터는 Rust의 &lt;code>Result&lt;/code> 타입에 해당하는 &lt;code>std::expected&lt;/code>가 도입되었습니다. 예외를 선호하지 않는(성능상의 이유나 에러가 빈번하게 발생하는 설계) 프로젝트에서 Win32의 반환값을 모던화하는 최적의 방법입니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;expected&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;string&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">// 성공 시에는 unique_handle, 실패 시에는 DWORD(에러 코드)를 반환한다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">expected&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="n">safe_win32_handle&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">DWORD&lt;/span>&lt;span class="o">&amp;gt;&lt;/span> &lt;span class="n">OpenFileModern&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="k">const&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">wstring&lt;/span>&lt;span class="o">&amp;amp;&lt;/span> &lt;span class="n">path&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">safe_win32_handle&lt;/span> &lt;span class="nf">h&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">CreateFileW&lt;/span>&lt;span class="p">(&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">path&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">c_str&lt;/span>&lt;span class="p">(),&lt;/span> &lt;span class="n">GENERIC_READ&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="k">nullptr&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">OPEN_EXISTING&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="k">nullptr&lt;/span>&lt;span class="p">));&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="o">!&lt;/span>&lt;span class="n">h&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">return&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">unexpected&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">GetLastError&lt;/span>&lt;span class="p">());&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">return&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">move&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">h&lt;/span>&lt;span class="p">);&lt;/span> &lt;span class="c1">// 성공 시에는 핸들을 이동(move)하여 반환
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="kt">void&lt;/span> &lt;span class="nf">Usage&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">auto&lt;/span> &lt;span class="n">result&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">OpenFileModern&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="sa">L&lt;/span>&lt;span class="s">&amp;#34;C:&lt;/span>&lt;span class="se">\\&lt;/span>&lt;span class="s">test.txt&amp;#34;&lt;/span>&lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="k">if&lt;/span> &lt;span class="p">(&lt;/span>&lt;span class="n">result&lt;/span>&lt;span class="p">)&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 성공 시 처리
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">safe_win32_handle&lt;/span>&lt;span class="o">&amp;amp;&lt;/span> &lt;span class="n">hFile&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="o">*&lt;/span>&lt;span class="n">result&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// ...
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="p">}&lt;/span> &lt;span class="k">else&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// 실패 시 처리
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">DWORD&lt;/span> &lt;span class="n">err&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">result&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">error&lt;/span>&lt;span class="p">();&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">cerr&lt;/span> &lt;span class="o">&amp;lt;&amp;lt;&lt;/span> &lt;span class="s">&amp;#34;Error code: &amp;#34;&lt;/span> &lt;span class="o">&amp;lt;&amp;lt;&lt;/span> &lt;span class="n">err&lt;/span> &lt;span class="o">&amp;lt;&amp;lt;&lt;/span> &lt;span class="n">std&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">endl&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;p>이와 같이 C++23을 사용함으로써 반환값에 의한 에러 핸들링과 RAII의 이점을 양립시킬 수 있습니다.&lt;/p>
&lt;hr>
&lt;h2 id="11-microsoft의-해답-1-wil-windows-implementation-libraries의-활용">11. Microsoft의 해답 (1): WIL (Windows Implementation Libraries)의 활용
&lt;/h2>&lt;p>지금까지 자작 래퍼를 소개했습니다만, 사실 Microsoft 자신도 이 문제를 심각하게 생각하여 모던 C++용 공식 헤더 온리 라이브러리인 **WIL (Windows Implementation Libraries)**를 오픈소스로 공개하고 있습니다(GitHub에서 얻을 수 있음).&lt;/p>
&lt;p>WIL을 이용하면 위에서 고생해서 만든 래퍼들이 모두 표준으로 제공됩니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;wil/resource.h&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;wil/result.h&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="kt">void&lt;/span> &lt;span class="nf">ProcessWithWIL&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// wil::unique_handle은 INVALID_HANDLE_VALUE와 NULL 양쪽 모두 대응되어 있음
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">wil&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">unique_handle&lt;/span> &lt;span class="n">hFile&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// THROW_IF_WIN32_BOOL_FALSE 매크로가 에러 체크와 예외 발생을 자동화
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">THROW_IF_WIN32_BOOL_FALSE&lt;/span>&lt;span class="p">(&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">CreateFileW&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="sa">L&lt;/span>&lt;span class="s">&amp;#34;test.txt&amp;#34;&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">GENERIC_READ&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="k">nullptr&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">OPEN_EXISTING&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="k">nullptr&lt;/span>&lt;span class="p">),&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">hFile&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">put&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="c1">// WIL 특유의 출력 포인터 수신용 헬퍼
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// wil::unique_cotaskmem_string 등 메모리 관리 래퍼도 충실
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;p>WIL의 진수는 &lt;code>wil::unique_any&lt;/code>라는 강력한 템플릿에 있으며, 파일 핸들뿐만 아니라 레지스트리 키, GDI 객체, 로컬 메모리 등 모든 Win32 리소스의 RAII 래퍼를 단 몇 줄의 정의로 생성할 수 있다는 점에 있습니다.&lt;/p>
&lt;hr>
&lt;h2 id="12-microsoft의-해답-2-cwinrt를-통한-com의-추상화">12. Microsoft의 해답 (2): C++/WinRT를 통한 COM의 추상화
&lt;/h2>&lt;p>Win32 API의 상당수(특히 셸 확장이나 DirectX 등)는 C언어 기반의 COM (Component Object Model) 인터페이스를 통해 제공됩니다.
기존의 &lt;code>CComPtr&lt;/code> (ATL)이나 &lt;code>ComPtr&lt;/code> (WRL)을 더욱 발전시켜 현재 Microsoft가 공식적으로 권장하고 있는 것이 &lt;strong>C++/WinRT&lt;/strong>입니다.&lt;/p>
&lt;p>C++/WinRT는 Windows 런타임 (WinRT)뿐만 아니라 기존의 COM 객체도 매우 스마트하게 다룰 수 있습니다.&lt;/p>
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&lt;pre tabindex="0" class="chroma">&lt;code class="language-cpp" data-lang="cpp">&lt;span class="line">&lt;span class="cl">&lt;span class="cp">#include&lt;/span> &lt;span class="cpf">&amp;lt;winrt/base.h&amp;gt;&lt;/span>&lt;span class="cp">
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="cp">&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="kt">void&lt;/span> &lt;span class="nf">ComExample&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="p">{&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// COM 초기화 (RAII화)
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">winrt&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">init_apartment&lt;/span>&lt;span class="p">();&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// IUnknown을 상속하는 COM 인터페이스를 winrt::com_ptr로 안전하게 관리
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span> &lt;span class="n">winrt&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">com_ptr&lt;/span>&lt;span class="o">&amp;lt;&lt;/span>&lt;span class="n">IDXGIFactory&lt;/span>&lt;span class="o">&amp;gt;&lt;/span> &lt;span class="n">factory&lt;/span>&lt;span class="p">;&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="n">winrt&lt;/span>&lt;span class="o">::&lt;/span>&lt;span class="n">check_hresult&lt;/span>&lt;span class="p">(&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="o">::&lt;/span>&lt;span class="n">CreateDXGIFactory&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">__uuidof&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">IDXGIFactory&lt;/span>&lt;span class="p">),&lt;/span> &lt;span class="n">factory&lt;/span>&lt;span class="p">.&lt;/span>&lt;span class="n">put_void&lt;/span>&lt;span class="p">())&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="p">);&lt;/span>
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">
&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl"> &lt;span class="c1">// AddRef나 Release를 수동으로 호출할 필요가 전혀 없다
&lt;/span>&lt;/span>&lt;/span>&lt;span class="line">&lt;span class="cl">&lt;span class="c1">&lt;/span>&lt;span class="p">}&lt;/span>
&lt;/span>&lt;/span>&lt;/code>&lt;/pre>&lt;/td>&lt;/tr>&lt;/table>
&lt;/div>
&lt;/div>&lt;hr>
&lt;h2 id="13-아키텍처와-라이프사이클의-시각화">13. 아키텍처와 라이프사이클의 시각화
&lt;/h2>&lt;p>현대 Windows C++ 애플리케이션 개발에 있어서의 계층 구조를 정리해 봅시다.&lt;/p>
&lt;div class="mermaid">graph TD
A["모던 C++ 애플리케이션 로직"] --> B["C++ 표준 라이브러리 (std::unique_ptr, std::mutex, std::expected)"]
A --> C["Windows Implementation Libraries (WIL)"]
A --> D["C++/WinRT"]
C --> E["네이티브 Win32 API (C 인터페이스)"]
D --> F["COM 인터페이스"]
F --> E
B --> E
E --> G["Windows 커널 (ntoskrnl.exe) / 서브시스템"]
style A fill:#4CAF50,stroke:#388E3C,stroke-width:2px,color:#fff
style G fill:#2196F3,stroke:#1976D2,stroke-width:2px,color:#fff&lt;/div>
&lt;p>애플리케이션 로직은 결코 네이티브 Win32 API(계층 E)에 직접 접근해서는 안 됩니다. 반드시 표준 라이브러리, WIL, 또는 C++/WinRT 중 하나의 추상화 계층을 통해 접근하는 아키텍처로 만듦으로써 메모리 안전성이 비약적으로 향상됩니다.&lt;/p>
&lt;hr>
&lt;h2 id="14-제로-코스트-추상화의-성능-분석">14. 제로 코스트 추상화의 성능 분석
&lt;/h2>&lt;p>&amp;ldquo;RAII 래퍼나 스마트 포인터를 쓰면 네이티브 C언어 API보다 동작이 느려지는 건 아닐까?&amp;ldquo;라는 의문을 가질 분들도 있을지 모릅니다.
여기서 성능 비용의 수식 모델을 살펴봅시다.&lt;/p>
&lt;p>실행 시간 $T_{\text{total}}$은 다음과 같이 분해할 수 있습니다.&lt;/p>
$$ T_{\text{total}} = T_{\text{syscall}} + T_{\text{wrapper}} + T_{\text{cleanup}} $$
&lt;ul>
&lt;li>$T_{\text{syscall}}$: Win32 API 내부의 커널 모드 전환이나 실제 처리에 걸리는 시간. 보통 밀리초~마이크로초 단위.&lt;/li>
&lt;li>$T_{\text{wrapper}}$: &lt;code>std::unique_ptr&lt;/code>이나 WIL의 래퍼 클래스 구축에 걸리는 시간.&lt;/li>
&lt;li>$T_{\text{cleanup}}$: 소멸자 호출에 걸리는 시간.&lt;/li>
&lt;/ul>
&lt;p>C++ 컴파일러(MSVC, Clang, GCC)는 인라인화 (Inlining) 최적화에 매우 뛰어납니다. &lt;code>std::unique_ptr&lt;/code>의 생성자와 소멸자, 오버로딩된 &lt;code>operator*&lt;/code>나 &lt;code>operator bool&lt;/code>은 모두 &lt;code>inline&lt;/code> 전개되어 메모리상의 네이티브 포인터에 대한 직접 조작과 완전히 똑같은 기계어로 컴파일됩니다.&lt;/p>
&lt;p>즉, **$T_{\text{wrapper}} \approx 0$**이 됩니다. 이것이 C++의 최대 철학인 **Zero-cost Abstraction (제로 코스트 추상화)**의 증명입니다. 안전성을 얻더라도 실행 시의 오버헤드는 문자 그대로 제로인 것입니다.&lt;/p>
&lt;hr>
&lt;h2 id="15-마무리-안전한-windows-프로그래밍의-미래">15. 마무리: 안전한 Windows 프로그래밍의 미래
&lt;/h2>&lt;p>Win32 API는 역사적인 이유로 C언어의 패러다임에서 설계된 훌륭한 옛 유산입니다. 그러나 이를 호출하는 쪽인 C++는 진화를 계속하고 있으며, 현재는 매우 안전하고 표현력 풍부한 코드를 작성하는 것이 가능합니다.&lt;/p>
&lt;p>본 문서에서 해설한 중요 포인트를 되짚어 봅니다.&lt;/p>
&lt;ol>
&lt;li>&lt;strong>수동 &lt;code>CloseHandle&lt;/code>이나 &lt;code>DeleteObject&lt;/code>는 일절 작성하지 않는다.&lt;/strong> 모든 것을 &lt;code>std::unique_ptr&lt;/code> 등의 RAII 컨테이너에 봉인한다.&lt;/li>
&lt;li>&lt;strong>&lt;code>INVALID_HANDLE_VALUE&lt;/code>의 함정을 이해한다.&lt;/strong> 전용 커스텀 삭제자·커스텀 포인터 트레이트를 구현하거나, WIL의 &lt;code>wil::unique_handle&lt;/code>을 사용한다.&lt;/li>
&lt;li>&lt;strong>에러 핸들링을 모던화한다.&lt;/strong> &lt;code>GetLastError()&lt;/code>나 &lt;code>HRESULT&lt;/code>를 &lt;code>std::system_error&lt;/code> 예외로 던지거나, C++23의 &lt;code>std::expected&lt;/code>를 이용하여 타입 안전하게 처리한다.&lt;/li>
&lt;li>&lt;strong>거인의 어깨 위에 올라탄다.&lt;/strong> Microsoft 공식 WIL이나 C++/WinRT를 적극적으로 채택하여 바퀴의 재발명을 피한다.&lt;/li>
&lt;/ol>
&lt;p>현대의 C++ 개발에서 네이티브 포인터나 핸들을 날것 그대로 들고 다니는 것은, 안전벨트를 매지 않고 고속도로를 달리는 것과 같습니다. C++이 제공하는 강력한 타입 시스템과 RAII를 구사하여, 안전하고 견고한 Windows 애플리케이션 개발을 즐기시기 바랍니다.&lt;/p></description></item></channel></rss>