C++ dynamically creating implementations of functions based on the function names? - c++

I have multiple functions that have long and similar implementations. The only difference is they call different calls, which is basically based on the function name like below.
// A.h
class A : public ParentA
{
public:
explicit A(B& b);
~A() override = default;
// accessors
C does_same_thing1() const;
C does_same_thing2() const;
C does_same_thing3() const;
// ...
}
// A.cpp
C A::does_same_thing1() const
{
...
return xyz.values().thing1();
}
C A::does_same_thing2() const
{
...
return xyz.values().thing2();
}
C A::does_same_thing3() const
{
...
return xyz.values().thing3();
}
I wonder if there's a way to dynamically fill out the functions that are almost the same except the accessors they call (thing1(), thing2(), and thing3(), and this actually happens more than once, not just on the return line) based on their function names. Would this be possible in C++?
Thanks!

You can write one function template and let the caller choose what is to be returned:
template <typename F>
auto foo(F f) {
...
return f(xyz.values());
}
Details depend on details you left out from the question. For example, is the type of xyz.values() available to the caller? Also, it is up to you to let the caller pick f or write wrappers:
auto does_same_thing1() {
foo([](auto& x) { return x.thing1(); }
}
// ... and same for the others

Some options are:
Using an abstract and overriding the parts you require.
Using lambas and passing in the functions your require.
Using template functions is kind of a mix of the two above, but I'll let someone else explain that one.
Create your base class
class Base
{
protected:
int value;
public:
virtual void differentFunction(int mathThing) = 0;
void longFunction()
{
value = 0;
std::cout << "I do a lot of steps" << std::endl;
std::cout << "Step 1" << std::endl;
value++;
std::cout << "Step 2" << std::endl;
value++;
std::cout << "Step 3" << std::endl;
value++;
std::cout << "Step 4" << std::endl;
value++;
std::cout << "Step 5" << std::endl;
value++;
std::cout << "Step 6" << std::endl;
//And finally I do a unique thing
differentFunction(3);
std::cout << "Resulting value: " << value << std::endl;
}
void longLamdaFunction(std::function<void(int& value, int mathThing)> mathFunction)
{
value = 0;
std::cout << "I do a lot of steps" << std::endl;
std::cout << "Step 1" << std::endl;
value++;
std::cout << "Step 2" << std::endl;
value++;
std::cout << "Step 3" << std::endl;
value++;
std::cout << "Step 4" << std::endl;
value++;
std::cout << "Step 5" << std::endl;
value++;
std::cout << "Step 6" << std::endl;
//And finally I do a unique thing
mathFunction(value, 3);
std::cout << "Resulting value: " << value << std::endl;
}
};
Create an overriding class
class Derived1 : public Base
{
public:
void differentFunction(int mathThing) override
{
std::cout << "I multiply the value" << std::endl;
value *= mathThing;
}
};
Create a different overriding class
class Derived2 : public Base
{
public:
void differentFunction(int mathThing) override
{
std::cout << "I divide the value" << std::endl;
value /= mathThing;
}
};
Example on use, you can see the Lambda example here too
int main()
{
Derived1 d1;
Derived2 d2;
std::cout << "\nUsing multiple interface\n";
d1.longFunction();
std::cout << "\nUsing divide interface\n";
d2.longFunction();
std::cout << "\nUsing add lamda\n";
//I now add them
auto addFunction = [](int& x, int y) -> void { x += y; };
d1.longLamdaFunction(addFunction);
std::cout << "\nUsing subtract lamda\n";
//I now subtract them
auto subtractFunction = [](int& x, int y) -> void { x -= y; };
d1.longLamdaFunction(subtractFunction);
}

Related

Proper handling of member function pointers

I wrote a generic class for handling and executing a function pointer. This is a simplified equivalent of std::function and std::bind. To handle member functions I use cast to internal EventHandler::Class type. Question: is it ok to cast it that way? Will it work in all cases when invoking handled function?
template <typename ReturnType, typename... Arguments>
class EventHandler
{
class Class {};
ReturnType (Class::*memberFunction)(Arguments...) = nullptr;
union {
Class *owner;
ReturnType(*function)(Arguments...) = nullptr;
};
public:
EventHandler() = default;
EventHandler(EventHandler &&) = default;
EventHandler(const EventHandler &) = default;
EventHandler &operator=(EventHandler &&) = default;
EventHandler &operator=(const EventHandler &) = default;
EventHandler(ReturnType (*function)(Arguments...)) :
function(function)
{
}
template <typename Owner>
EventHandler(Owner *owner, ReturnType (Owner::*memberFunction)(Arguments...)) :
memberFunction((ReturnType (Class::*)(Arguments...)) memberFunction),
owner((Class *) owner)
{
}
template <typename Owner>
EventHandler(const Owner *owner, ReturnType (Owner::*memberFunction)(Arguments...) const) :
memberFunction((ReturnType (Class::*)(Arguments...)) memberFunction),
owner((Class *) owner)
{
}
ReturnType operator()(Arguments... arguments)
{
return memberFunction ?
(owner ? (owner->*memberFunction)(arguments...) : ReturnType()) :
(function ? function(arguments...) : ReturnType());
}
};
The implementation provides handle for a global function, a member function and a const member function. Obviously there is volatile and const volatile that is not show here for clarity.
EDIT
All the code below is just a representation of all of kinds of supported functions.
class Object
{
public:
double y = 1000;
Object() = default;
Object(double y) : y(y) {}
static void s1(void) { std::cout << "s1()" << std::endl; }
static void s2(int a) { std::cout << "s2(a:" << 10 + a << ")" << std::endl; }
static void s3(int a, float b) { std::cout << "s3(a:" << 10 + a << ", b:" << 10 + b << ")" << std::endl; }
static int s4(void) { std::cout << "s4(): "; return 10 + 4; }
static Object s5(int a) { std::cout << "s5(a:" << 10 + a << "): "; return Object(10 + 5.1); }
static float s6(int a, Object b) { std::cout << "s6(a:" << 10 + a << ", b:" << 10 + b.y << "); "; return 10 + 6.2f; }
void m1(void) { std::cout << "m1()" << std::endl; }
void m2(int a) { std::cout << "m2(a:" << y + a << ")" << std::endl; }
void m3(int a, float b) { std::cout << "m3(a:" << y + a << ", b:" << y + b << ")" << std::endl; }
int m4(void) { std::cout << "m4(): "; return ((int) y) + 4; }
Object m5(int a) { std::cout << "m5(a:" << y + a << "): "; return Object(y + 5.1); }
float m6(int a, Object b) { std::cout << "m6(a:" << y + a << ", b:" << y + b.y << "); "; return ((int) y) + 6.2f; }
void c1(void) const { std::cout << "c1()" << std::endl; }
void c2(int a) const { std::cout << "c2(a:" << y + a << ")" << std::endl; }
void c3(int a, float b) const { std::cout << "c3(a:" << y + a << ", b:" << y + b << ")" << std::endl; }
int c4(void) const { std::cout << "c4(): "; return ((int) y) + 4; }
Object c5(int a) const { std::cout << "c5(a:" << y + a << "): "; return Object(y + 5.1); }
float c6(int a, Object b) const { std::cout << "c6(a:" << y + a << ", b:" << y + b.y << "); "; return ((int) y) + 6.2f; }
};
void f1(void) { std::cout << "f1()" << std::endl; }
void f2(int a) { std::cout << "f2(a:" << a << ")" << std::endl; }
void f3(int a, float b) { std::cout << "f3(a:" << a << ", b:" << b << ")" << std::endl; }
int f4(void) { std::cout << "f4(): "; return 4; }
Object f5(int a) { std::cout << "f5(a:" << a << "): "; return Object(5.1); }
float f6(int a, Object b) { std::cout << "f6(a:" << a << ", b:" << b.y << "); "; return 6.2f; }
Here is the usage example for all of the above functions
int main()
{
std::cout << "=== Global functions" << std::endl;
EventHandler ef1(f1); ef1();
EventHandler ef2(f2); ef2(2);
EventHandler ef3(f3); ef3(3, 3.1f);
EventHandler ef4(f4); std::cout << ef4() << std::endl;
EventHandler ef5(f5); std::cout << ef5(5).y << std::endl;
EventHandler ef6(f6); std::cout << ef6(6, Object(6.1)) << std::endl;
std::cout << std::endl;
std::cout << "=== Member static functions" << std::endl;
EventHandler es1(Object::s1); es1();
EventHandler es2(Object::s2); es2(2);
EventHandler es3(Object::s3); es3(3, 3.1f);
EventHandler es4(Object::s4); std::cout << es4() << std::endl;
EventHandler es5(Object::s5); std::cout << es5(5).y << std::endl;
EventHandler es6(Object::s6); std::cout << es6(6, Object(6.1)) << std::endl;
std::cout << std::endl;
std::cout << "=== Member functions" << std::endl;
Object object(20);
EventHandler em1(&object, &Object::m1); em1();
EventHandler em2(&object, &Object::m2); em2(2);
EventHandler em3(&object, &Object::m3); em3(3, 3.1f);
EventHandler em4(&object, &Object::m4); std::cout << em4() << std::endl;
EventHandler em5(&object, &Object::m5); std::cout << em5(5).y << std::endl;
EventHandler em6(&object, &Object::m6); std::cout << em6(6, Object(6.1)) << std::endl;
std::cout << std::endl;
std::cout << "=== Member const functions" << std::endl;
const Object constObject(30);
EventHandler ec1(&constObject, &Object::c1); ec1();
EventHandler ec2(&constObject, &Object::c2); ec2(2);
EventHandler ec3(&constObject, &Object::c3); ec3(3, 3.1f);
EventHandler ec4(&constObject, &Object::c4); std::cout << ec4() << std::endl;
EventHandler ec5(&constObject, &Object::c5); std::cout << ec5(5).y << std::endl;
EventHandler ec6(&constObject, &Object::c6); std::cout << ec6(6, Object(6.1)) << std::endl;
system("pause");
return 0;
}
Finally - to the point - here an example that shows how much easier in use is the EventHandler I prepared when compared to std::function interface. And actually the reason of such approach.
EventHandler<float, int, Object> example;
example = f6;
example(7, Object(7.1));
example = EventHandler(&object, &Object::m6);;
example(8, Object(8.1));
It’s undefined behavior to call a function through a function pointer(-to-member) of a different type. (Some practical reasons for this rule are that the object’s address might need to be adjusted to call a member function of a base class or that a vtable might be involved.) You can use type erasure to allow calling member functions on objects of different types (which is what std::bind does), or you can (restrict to member functions and) add the class type as a template parameter.
Of course, the usual answer is to just use std::function with a lambda that captures the object in question and calls whatever member function. You can also take the C approach and define various functions with a void* parameter that cast that parameter to a known class type and call the desired member function.

A "pointer" to any type of function

is there any mechanism with elegant API to handle functions of any type?
I mean a class that automagically detects type of a function (its return type, arguments, if it is a class member, a const etc), something that I could easily use to handle any kind of events, like in the example below:
class Abc
{
public:
void aFunc() { std::cout << "a()" << std::endl; }
void cFunc(int x, char y) { std::cout << "c(" << x << ", " << y << ")" << std::endl; }
};
void bFunc(int x) { std::cout << "b(" << x << ")" << std::endl; }
int main()
{
Abc abc;
EventHandler a = abc.aFunc;
EventHandler b = bFunc;
EventHandler c = abc::cFunc;
a();
b(123);
c(456789, 'f');
std::cout << "Done." << std::endl;
return 0;
}
The std::function and std::bind can be used internally, but the bind should be done automatically.

C++ sample Observer Template Class error

I am creating observer template sample in C++ on windows.
Here there is an agent which has a list of customers. Whenever an entity(variable x) of the agent changes it notifies its customers about the same and passes the value of x to customers. The customers then store this value in their respective variables.
In the below code the agent acts as subject and the customers act as observers.
The agents are created from their agent template class and the customers are created from their customer template class.
template <typename T>
class customer // acts as base observer class
{
char name[50];
public:
customer()
{
cout << __FUNCTION__ "(): " << "DEFAULT CONS\n";
}
customer(char* nm)
{
strcpy_s(name, nm);
cout << __FUNCTION__ "(): " << "name set to " << name << "\n";
}
char * getName()
{
return(name);
}
virtual void update(int c)
{
}
};
class customerC: public customer<customerC>
{
int c;
public:
customerC()
{
cout << __FUNCTION__ "(): " << "DEFAULT customerc cons\n";
}
customerC(char* nm):customer<customerC>(nm)
{
cout << __FUNCTION__ "(): " << "customer is " << getName() << "\n";
}
void update(int val)
{
cout << __FUNCTION__ "(): c to " << c << "\n";
c = val;
}
};
class customerD: public customer<customerD>
{
int d;
public:
customerD()
{
cout << __FUNCTION__ "(): " << "DEFAULT customerd cons\n";
}
customerD(char* nm):customer<customerD>(nm)
{
cout << __FUNCTION__ "(): " << "customer is " << getName() << "\n";
}
void update(int val)
{
cout << __FUNCTION__ "(): c to " << d << "\n";
d = val;
}
};
template<typename T>
class agent
{
char name[50];
int x;
protected:
vector<customer<T>*> custList;
public:
agent()
{
cout << __FUNCTION__ "(): " << "DEFAULT agent cons\n";
}
virtual void setx(int c)
{
cout << __FUNCTION__ "(): " << "Setting x to " << c << "\n";
//// x = c;
//// notifyObs();
}
virtual void getx()
{
cout << __FUNCTION__ "(): " << "x = " << x << "\n";
}
void addCust(customer<T>* cobj)
{
cout << __FUNCTION__ "(): " << "Adding customer " << cobj->getName() << " to list.\n";
custList.push_back(cobj);
}
void showCust()
{
cout << __FUNCTION__ "(): " << "Customers are:\n";
if(custList.empty())
cout << "\n\nYou have no items.";
else
{
vector<customer<T>*>::iterator cs;
for(cs = custList.begin(); cs != custList.end(); ++cs)
{
cout << (*cs)->getName() << "\n";
}
}
}
int notifyObs()
{
cout << __FUNCTION__ "(): " << "Customers notified are:\n";
if(custList.empty())
cout << "\n\nYou have no items.";
else
{
vector<customer<T>*>::iterator cs;
for(cs = custList.begin(); cs != custList.end(); ++cs)
{
cout << (*cs)->getName() << "\n";
(*cs)->update(x);
}
}
return 0;
}
};
class agentS: public agent<agentS>
{
int x;
public:
agentS()
{
cout << __FUNCTION__ "(): " << "DEFAULT agentS cons\n";
}
void setx(int c)
{
cout << __FUNCTION__ "(): " << "Setting x to " << c << "\n";
x = c;
notifyObs();
}
void getx()
{
cout << __FUNCTION__ "(): " << "x = " << x << "\n";
}
};
int _tmain(int argc, _TCHAR* argv[])
{
customerC cobj("c1");
customerD dobj("c2");
agentS agS;
agS.addCust(cobj);
//// agS.addCust<customer<customerC>>(cobj);
//// agS.addCust(dobj);
agS.showCust();
agS.setx(4);
return(0);
}
I get compilation error
error C2664: 'agent<T>::addCust' : cannot convert parameter 1 from 'customerC' to 'customer<T> *'
I know the way I have called addCust is wrong but still not getting any idea as to call it.
Any hint to resolve this issue?
Also is the way I have created agents class correct?
class agentS: public agent<agentS>
When I call addCust() function I pass observer objects.
By creating your agentS class that way, the effective signature for addCust becomes void addCust(customer<agentS>* cobj);. However, your customer classes are not templated on the agent type (there doesn't actually seem to be a reason for it to be templated).
You appear to be mixing dynamic polymorphism (inheritance and virtual functions with customer) and static polymorphism (templates to create a vector of one type of customer). Either of these options on their own would make more sense:
Dynamic polymorphism (inheritance). You can store different types of customer in the same container, by storing the base class pointer, and use the customer base class and virtual functions to tread them in the same way:
struct customer {};
struct customerC : customer {};
struct customerD : customer {};
struct agent
{
void addCust(customer* customer) { ... }
std::vector<customer*> custList;
};
int main()
{
agent a;
customerC c;
a.addCust(&c);
}
Static polymorphism (templates). The agent class is templated on the customer type, so the vector can only contain one type of customer, but it's easy to create a specific agent for any given customer type:
struct customer {};
struct customerC : customer {};
struct customerD : customer {};
template<CustomerT>
struct agent
{
void addCust(CustomerT* customer) { ... }
std::vector<CustomerT*> custList;
};
int main()
{
agent<customerC> a;
customerC c;
a.addCust(&c);
}

How change class of a C++ object (implementing a variadic type)

First off: I know that it is generally a bad idea to change an object's class, but I'm implementing my own programming language, and it has variables that can contain values of any type, and even change their type at will, so please assume I'm not a beginner not understanding OO basics.
Currently, I implement my variant variables in C. Each one has a pointer to a table of function pointers, containing functions like SetAsInt(), SetAsString() etc., followed by what would be instance variables in C++. All objects are the same size.
When a variable contains a string and someone assigns an Int to it, I manually call the destructor, change the table of function pointers to point to the table used for variadic int values, and then set its int instance variable.
This is a bit hard to maintain, as every time I add a new type, I have to add a new table of function pointers and fill out all the function pointers in it. Structs of function pointers seem to be very badly type-checked, and missing fields don't lead to complaints, so I can easily accidentally forget one pointer in the list and get interesting crashes. Also, I have to repeat all the function pointers that are the same in most types.
I'd like to implement my variadic types in C++ instead, where a lot of this type-checking and inheriting default behaviours is done for me by the compiler. Is there a safe way to do this?
PS - I know I could create a wrapper object and use new to allocate a new object, but I can't have the additional extra allocation overhead for every int variable on the stack.
PPS - The code needs to be portable across Linux, Mac, iOS and Windows for now, but if someone has a standard C++ solution, that would be even better.
PPPS - The list of types is extensible, but predetermined at compile-time. The base layer of my language defines just the basic types, but the host application my language is compiled into adds a few more types.
Usage Example:
CppVariant someNum(42); // Creates it as CppVariantInt.
cout << "Original int: " << someNum->GetAsInt()
<< " (" << someNum->GetAsDouble() << ")" << endl;
someNum->SetAsInt(700); // This is just a setter call.
cout << "Changed int: " << someNum->GetAsInt()
<< " (" << someNum->GetAsDouble() << ")" << endl;
someNum->SetAsDouble(12.34); // This calls destructor on CppVariantInt and constructor on CppVariantDouble(12.34).
cout << "Converted to Double: " << someNum->GetAsInt()
<< " (" << someNum->GetAsDouble() << ")" << endl; // GetAsInt() on a CppVariantDouble() rounds, or whatever.
(Imagine that beyond double and int, there would be other types in the future, like strings or booleans, but the caller of GetAsInt()/SetAsInt() shouldn't have to know what it is stored as, as long as it can be converted at runtime)
Here is a solution based on type-erasure, union and template specializations.
I'm not sure it fits your requirements.
Anyway, here is what it gets:
Anything is placed on the dynamic storage
No hierarchy required
You can easily improve it further to reduce the amount of code, but this aims to serve as a base point from which to start.
It follows a minimal, working example based on the intended use in the question:
#include<iostream>
class CppVariant {
union var {
var(): i{0} {}
int i;
double d;
};
using AsIntF = int(*)(var);
using AsDoubleF = double(*)(var);
template<typename From, typename To>
static To protoAs(var);
public:
CppVariant(int);
CppVariant(double);
int getAsInt();
double getAsDouble();
void setAsInt(int);
void setAsDouble(double);
private:
var data;
AsIntF asInt;
AsDoubleF asDouble;
};
template<>
int CppVariant::protoAs<int, int>(var data) {
return data.i;
}
template<>
int CppVariant::protoAs<double, int>(var data) {
return int(data.d);
}
template<>
double CppVariant::protoAs<int, double>(var data) {
return double(data.i);
}
template<>
double CppVariant::protoAs<double, double>(var data) {
return data.d;
}
CppVariant::CppVariant(int i)
: data{},
asInt{&protoAs<int, int>},
asDouble{&protoAs<int, double>}
{ data.i = i; }
CppVariant::CppVariant(double d)
: data{},
asInt{&protoAs<double, int>},
asDouble{&protoAs<double, double>}
{ data.d = d; }
int CppVariant::getAsInt() { return asInt(data); }
double CppVariant::getAsDouble() { return asDouble(data); }
void CppVariant::setAsInt(int i) {
data.i = i;
asInt = &protoAs<int, int>;
asDouble = &protoAs<int, double>;
}
void CppVariant::setAsDouble(double d) {
data.d = d;
asInt = &protoAs<double, int>;
asDouble = &protoAs<double, double>;
}
int main() {
CppVariant someNum(42);
std::cout << "Original int: " << someNum.getAsInt() << " (" << someNum.getAsDouble() << ")" << std::endl;
someNum.setAsInt(700);
std::cout << "Changed int: " << someNum.getAsInt() << " (" << someNum.getAsDouble() << ")" << std::endl;
someNum.setAsDouble(12.34);
std::cout << "Converted to Double: " << someNum.getAsInt() << " (" << someNum.getAsDouble() << ")" << std::endl;
}
On a lark, I tried using placement new to do this, and I have ... something ... It compiles, it does the job, but I'm not sure if it's an improvement over pure C. Since I can't have a union of C++ objects, I create a CPPVMAX() macro to pass the largest sizeof() of all subclasses as the size to mBuf[], but that's not really pretty either.
#include <iostream>
#include <string>
#include <cmath>
#define CPPVMAX2(a,b) (((a) > (b)) ? (a) : (b))
#define CPPVMAX3(a,b,c) CPPVMAX2((a),CPPVMAX2((b),(c)))
using namespace std;
class CppVariantBase
{
public:
CppVariantBase() { cout << "CppVariantBase constructor." << endl; }
virtual ~CppVariantBase() { cout << "CppVariantBase destructor." << endl; }
virtual int GetAsInt() = 0;
virtual double GetAsDouble() = 0;
virtual void SetAsInt( int n );
virtual void SetAsDouble( double n );
};
class CppVariantInt : public CppVariantBase
{
public:
CppVariantInt( int n = 0 ) : mInt(n)
{
cout << "CppVariantInt constructor." << endl;
}
~CppVariantInt() { cout << "CppVariantInt destructor." << endl; }
virtual int GetAsInt() { return mInt; }
virtual double GetAsDouble() { return mInt; }
virtual void SetAsInt( int n ) { mInt = n; }
protected:
int mInt;
};
class CppVariantDouble : public CppVariantBase
{
public:
CppVariantDouble( double n = 0 ) : mDouble(n)
{
cout << "CppVariantDouble constructor." << endl;
}
~CppVariantDouble()
{
cout << "CppVariantDouble destructor." << endl;
}
virtual int GetAsInt()
{
if( int(mDouble) == mDouble )
return mDouble;
else
return round(mDouble);
}
virtual double GetAsDouble() { return mDouble; }
virtual void SetAsDouble( int n ) { mDouble = n; }
protected:
double mDouble;
};
class CppVariant
{
public:
CppVariant( int n = 0 ) { new (mBuf) CppVariantInt(n); }
~CppVariant() { ((CppVariantBase*)mBuf)->~CppVariantBase(); }
operator CppVariantBase* () { return (CppVariantBase*)mBuf; }
CppVariantBase* operator -> () { return (CppVariantBase*)mBuf; }
protected:
uint8_t mBuf[CPPVMAX3(sizeof(CppVariantBase),sizeof(CppVariantInt),sizeof(CppVariantDouble))];
};
void CppVariantBase::SetAsInt( int n )
{
this->~CppVariantBase();
new (this) CppVariantInt(n);
}
void CppVariantBase::SetAsDouble( double n )
{
this->~CppVariantBase();
new (this) CppVariantDouble(n);
}
int main(int argc, const char * argv[]) {
CppVariant someNum(42);
cout << "Original int: " << someNum->GetAsInt()
<< " (" << someNum->GetAsDouble() << ")" << endl;
someNum->SetAsInt(700); // This is just a setter call.
cout << "Changed int: " << someNum->GetAsInt()
<< " (" << someNum->GetAsDouble() << ")" << endl;
someNum->SetAsDouble(12.34); // This changes the class to CppVariantDouble.
cout << "Converted to Double: " << someNum->GetAsInt()
<< " (" << someNum->GetAsDouble() << ")" << endl;
return 0;
}

Why b.isEm() prints different things on different lines?

Why b.isEm() prints different things on different lines when I have not changed anything after the last call of b.isEm()?
#include <iostream>
#include <string>
template <class T>
class Box
{
bool m_i;
T m_c;
public:
bool isEm() const;
void put(const T& c);
T get();
};
template <class T>
bool Box<T>::isEm() const
{
return m_i;
}
template <class T>
void Box<T>::put(const T& c)
{
m_i = false;
m_c = c;
}
template <class T>
T Box<T>::get()
{
m_i = true;
return T();
}
int main()
{
Box<int> b;
b.put(10);
std::cout << b.get() << " " << b.isEm() << std::endl;
std::cout << b.isEm() << std::endl;
}
The order of evaluation of function arguments in C++ is unspecified.
std::cout << b.get() << " " << b.isEm() << std::endl;
std::cout << b.isEm() << std::endl;
Since b.get() has side effects, I suggest you call it separately...
auto g = b.get();
std::cout << g << " " << b.isEm() << std::endl;
std::cout << b.isEm() << std::endl;
Note: std::cout << .... << ... << is a function call with the arguments ...