I am designing support for custom hooks in existing C++ class.
class NotMyClass {
public:
void DoSomething() {
// Needs custom logic here.
hook_.DoSomethingCustom();
}
protected:
Hook hook_;
int not_my_class_inner_variable_1_;
Node not_my_class_inner_variable_2_;
...... More Class vars.....
}
class Hook {
public:
void DoSomethingCustom() {
// Some custom logic that needs to access not_my_class_inner_variable_1_, not_my_class_inner_variable_2 etc. .
}
}
Adding some more context here after initial comments: NotMyClass class is autogenerated and no custom logic can be added to this class. We want to be able to add custom hooks inside the autogenerated classes. So the plan was to instead pass/ingect in a Hook class that will be able to provide some custom processing. The autogenerated NotMyClass class will have hook_. DoSomethingCustom().
What's the best way to access NotMyClass member variables inside Hook ?
I don't want to change the class structure(that is use inheritence) of NotMyClass due to additional constraints.
Is making Hook a friend of NotMyClass a good option and then passing NotMyClass as this to Hook functions ?
Thanks in advance!
The problem cannot be solved as stated, i.e., without breaking the Open-Closed-Principle (OCP), which says that "classes (and other things) should be open for extension but closed for modification." In this case, this means that you shouldn't try to both (a) leave MyClass unchanged and (b) access its private or protected members from outside. Private (or protected) signal things that are not accessed from the outside, that's literally what private (or protected) are designed for. You can circumvent this (old ways, new ways) but you shouldn't.
The answer by sanitizedUser modifies MyClass, which is undesirable as per the question. A hacky but straight-forward suggestion to your problem might be to pass the fields to be modified explicitly to the method by reference:
class MyClass {
public:
void DoSomething() {
// Pass references to the fields you want to modify.
hook_.DoSomethingCustom(my_class_inner_variable_1_, my_class_inner_variable_2_);
}
protected:
Hook hook_;
int my_class_inner_variable_1_;
Node my_class_inner_variable_2_;
}
class Hook {
public:
void DoSomethingCustom(int &inner_variable_1, Node& inner_variable_2_) {
// Use the data members.
}
}
To signal that your Hook class explicitly is allowed to access members of MyClass, you could declare it as a friend. Example:
#include <iostream>
class Node {};
class MyClass;
class Hook {
public:
void DoSomethingCustom(MyClass &m);
};
class MyClass {
friend Hook; // Allows the Hook class to access our members!
public:
MyClass(Hook h): hook_(h) {}
void DoSomething() {
// Pass references to the fields you want to modify.
hook_.DoSomethingCustom(*this);
}
void print_my_class_inner_variable_1_() {
std::cout << my_class_inner_variable_1_ << std::endl;
}
protected:
Hook hook_;
int my_class_inner_variable_1_;
Node my_class_inner_variable_2_;
};
void Hook::DoSomethingCustom(MyClass &m) {
// Allowed to access private member because we are a friend!
m.my_class_inner_variable_1_ = 42;
}
int main() {
MyClass c{Hook{}};
c.print_my_class_inner_variable_1_();
c.DoSomething();
c.print_my_class_inner_variable_1_();
}
Note: your whole design with this "Hook" looks very weird to me. How do you "add hooks" to this thing (which imho is one of the defining requirements for calling something a "hook")? I'm sure if you posted a lot more context, people here would suggest a very different larger-scale design.
It's not an ideal solution but if you are allowed to declare the Hook class a friend of NotMyClass then the following code somewhat works.
#include <iostream>
class NotMyClass;
class Hook {
public:
void DoSomethingCustom(const NotMyClass& c);
};
class NotMyClass {
friend Hook;
public:
void DoSomething() {
hook_.DoSomethingCustom(*this);
}
protected:
Hook hook_;
int not_my_class_inner_variable_1_;
// Commenting Node member out because the definition of it is missing.
// Node not_my_class_inner_variable_2_;
};
void Hook::DoSomethingCustom(const NotMyClass& c) {
std::cout << c.not_my_class_inner_variable_1_ << '\n';
}
int main() {
NotMyClass{}.DoSomething();
return 0;
}
Output.
0
If you can modify NotMyClass entirely then I advice you to use polymorphism and declare Hook as an abstract class. This way its behaviour can be swapped more easily.
#include <iostream>
#include <string>
template<class State>
struct Hook {
virtual State run(const State& s) const = 0;
};
struct ExampleState {
int number;
std::string text;
};
std::ostream& operator<<(std::ostream& stream, const ExampleState& state) {
stream << state.number << ", " << state.text << '\n';
return stream;
}
struct ExampleHook : public Hook<ExampleState> {
ExampleState run(const ExampleState& s) const override;
};
class Receiver {
public:
void DoSomething();
Receiver(const Hook<ExampleState>* const hook);
private:
const Hook<ExampleState>* const hook;
ExampleState state;
};
ExampleState ExampleHook::run(const ExampleState& s) const {
// Returning a modified state.
return {
s.number + 1,
"Modified " + s.text
};
}
void Receiver::DoSomething() {
std::cout << "Original state:\n" << this->state;
this->state = this->hook->run(this->state);
std::cout << "Modified state:\n" << this->state;
}
Receiver::Receiver(const Hook<ExampleState>* const hook)
: hook(hook), state{0, "hello"} {}
int main() {
ExampleHook hook;
Receiver receiver(&hook);
receiver.DoSomething();
return 0;
}
Output.
Original state:
0, hello
Modified state:
1, Modified hello
One way of doing this is declaring data members of class MyClass public and then passing a reference to an instance of MyClass to an instance of Hook.
class MyClass {
public:
void DoSomething() {
// Pass a reference to this.
hook_.DoSomethingCustom(*this);
}
public:
Hook hook_;
int my_class_inner_variable_1_;
Node my_class_inner_variable_2_;
}
class Hook {
public:
void DoSomethingCustom(const MyClass& c) {
// Use the data members.
auto& ref1 = c.my_class_inner_variable_1_;
auto& ref2 = c.my_class_inner_variable_2_;
}
}
If you cannot declare the members public because this is a legacy code, then there is always the evil option.
#define protected public
// Your code.
#undef protected
However, if this code is already compiled as a dynamic library then you are out of luck.
Related
I'm trying to write a unittest but I'm running into some problems.
I've got a class which has an int to keep track of the current state. All classes that are inherited of this class can change the state by calling the protectedFunction.
class RandomClass
{
public:
RandomClass()
{
mState = 0;
}
protected:
void protectedFunction()
{
++mState;
}
private:
int mState;
friend void UNITTEST_setMState(int state);
friend int UNITTEST_getMState();
};
Now i'd like to write a unittest for this class. So I created a new class which inherits the previous class. To Properly test all the states I need to set the state, and I need to get the state to assert it. I've tried using a friend function but it does not seem to work.
class UnittestRandomClass : public RandomClass
{
public:
void wrapperProtectedFunction()
{
protectedFunction();
}
void UNITTEST_setMState(int state)
{
this->mState = state; // Apparently not like this
}
int UNITTEST_getMState()
{
return this->mState; // Apparently not like this
}
};
int main() {
UnittestRandomClass ut;
ut.UNITTEST_setMState(1);
ut.wrapperProtectedFunction();
int res = ut.UNITTEST_getMState();
ASSERT_EQ(res, 2);
}
I seem to be doing something wrong, as the mState still appears to be private and thus I'm getting an inaccessible error. I've also tried calling it directly by just returning mState, but the same error applies.
One solution would be to move the mState to protected, but as there are other classes which inherit the RandomClass, I do not think that would be a save solution.
So how would I be able to solve such an issue and resolve my errors?
For future viewers here is the working code:
class RandomClass
{
public:
RandomClass()
{
mState = 0;
}
void publicFunction();
protected:
void protectedFunction()
{
++mState;
}
private:
int mState;
friend class UnittestRandomClass;
};
class UnittestRandomClass : public RandomClass
{
public:
void wrapperProtectedFunction()
{
protectedFunction();
}
void setMState(int state)
{
mState = state;
}
int getMState()
{
return mState;
}
};
int main() {
UnittestRandomClass ut;
ut.setMState(1);
ut.wrapperProtectedFunction();
int res = ut.getMState();
ASSERT_EQ(res, 2);
}
Your class declares a free-standing function to be friend.
Your unit test uses a member function of a class, the class is not declared friend.
You can write friend class UnitTestRandomClass;
Specifically, what you want to do, make a member function of a future derived class a friend is not provided by the standard. There is no syntax for that.
I want to design a class having a function which should be restricted to be called from another class only. Specifically, in the given code
class Club
{
int id;
string name;
vector<string> members;
int generateId()
{
static int i=1;
return i++;
}
public:
Club(string name) { this->name = name; this->id = generateId(); }
void registerMember(string memberName) { members.push_back(memberName); }
int getId() { return id; }
};
class Application
{
vector<Club> clubs;
public:
void registerClub(Club &club) { clubs.push_back(club); }
void addMemberToClub(int clubId, string memberName)
{
for(Club club: clubs)
{
if(clubId == club.getId())
club.registerMember(memberName);
}
}
};
An user(public user) can create an object of the class Club and register using the function registerMember() since it's public. I want the user to register via an object of the class Application, using the addMemberToClub() function only. If the user goes by the former way mentioned, I can't keep track of the user. Is there a way to enforce the latter?
I don't want to use the access modifier protected since inheritance has no meaning here.
I don't want to use the friend keyword, since it's considered bad practice.
Here is a "lock-and-key" way to permit another class (and only that class) or even a single function in another class to access just one member function, unlike friend which exposes all private members at the same time:
#include <iostream>
class Key;
class Locked
{
static const char* const Greeting;
public:
static Key secretive();
static void attacker();
};
struct Admin
{
void doit();
};
class Key
{
~Key() = default;
//friend class Admin;
friend void Admin::doit();
friend Key Locked::secretive();
};
void Admin::doit()
{
Locked::secretive();
std::cout << Locked::Greeting; // compile error
}
constexpr const char* Locked::Greeting = "Hello!\n";
Key Locked::secretive()
{
std::cout << Greeting;
return Key();
}
void Locked::attacker()
{
std::cout << Locked::Greeting; // ok, it's just private
Locked::secretive(); // compile error, it's locked down tight
}
int main()
{
Admin a;
a.doit();
std::cout << Locked::Greeting; // compile error
Locked::secretive(); // compile error
}
It also works around the "which class is declared first?" problem that prevents two classes from mutually friending individual member functions of each other, because the restricted operation needs to follow only a forward declaration of the key type; the full definition of the other type can (and in this example does) appear above the key definition, allowing individual members to be named in the key type's friend directive.
Note that in this solution the "obvious" fact that other members of the same class can access the locked function is NOT true. The compiler prevents Locked::attacker() from calling Locked::secretive().
Note also that I've used static in this example to minimize the number of objects I had to create, but the approach works just fine for non-static member functions too.
A potentially MUCH easier way to restrict what part of the program can call your protected function is with a simple flag:
class Application
{
static bool addingMember = 0;
public:
static bool isRegistrationOk() { return addingMember; }
void registerClub(Club &club) { clubs.push_back(club); }
void addMemberToClub(int clubId, string memberName)
{
addingMember = true;
for(Club club: clubs)
{
if(clubId == club.getId())
club.registerMember(memberName);
}
addingMember = false;
}
};
void Club::registerMember(string memberName)
{
assert(Application::isRegistrationOk());
members.push_back(memberName);
}
Much easier to grok, but it's a runtime check not compile-time, and requires additional work to be made thread-safe. But it accomplishes the goal with no usage of friend or inheritance.
friend is an appropriate mechanism to use in this case. Make registerMember private in Club, and Club can grant friendship to Application:
class Club
{
// ...
void registerMember(string memberName) { members.push_back(memberName); }
public:
// ...
friend class Application;
};
Now only Application can call registerMember, and Club as well, of course.
Here's a demo.
class MyObj{
public:
void myFunc(){
//ToBeExecutedJustOnce
}
};
I have a function that I want to be executable only once for the lifetime of MyObj. There may be many instances of MyObj, and each should be able to execute that function once. So if I have:
MyObj first;
MyObj second;
MyObj third:
first.myFunc(); // Should execute
second.myFunc(); // Should execute
third.myFunc(); // Should execute
first.myFunc(); // Should not execute
second.myFunc(); // Should not execute
third.myFunc(); // Should not execute
Options:
member variable: If I use a member variable, then other functions within MyObj can access it and change it.
global static variable: Can't work because first,second and third will all be checking the same variable.
local static: Same problem as #2.
The only solution I have found, is to have MyObj inherit from another class
MyOtherObj{
private:
bool _isInit = false;
public:
bool isInit(){
bool ret = true;
if (!_isInit){
ret = false;
_isInit = true;
}
return ret;
}
};
class MyObj : public MyOtherObj {
public:
void MyFunc(){
if (!isInit()){
//Do stuff...
}
}
};
Any better suggestion ?
EDIT: I don't care about thread safety!
EDIT: I do not want to execute the method in the constructor, simply because the method may need to be executed much later in the lifetime of the object....
Use std::once_flag. It is not resettable from other methods (then again, if you cannot trust other methods of the same class, your development process is highly questionable), easy to use, and it is even thread-safe if you ever do care about that. It can be a bit less efficient in a single-threaded program.
#include <mutex>
class MyObj {
public:
void MyFunc() {
std::call_once(initFlag, [=] {
//Do stuff...
});
}
private:
std::once_flag initFlag;
};
I don't see what is wrong with Option 1. If a class has so many responsibilities that another function may accidentally mess with the is_init member variable then the class should probably be made smaller.
However, if you want to encapsulate into another class that is less error prone, rather than using inheritance, I suggest you use composition:
class FirstTime {
bool first_time = true;
public:
bool operator()(){
if (!first_time)
return false;
first_time = false;
return true;
}
};
class MyObj {
FirstTime first_time;
public:
void myFunc(){
if (first_time()){
std::cout << "First time!\n";
}
}
};
Live demo.
As with Option 1, you should think about what copy/move behavior do you want. e.g Should a copy of an initialized MyObj be considered initialized?
I see three reasonable options:
Just use your option #1, a bool member variable.
Create a little class for an init flag, that can be set, but not be unset.
Use the public non-virtual interface (NVI) idiom, if you really want to be sure, that no-one messes with your flag.
A bool member variable
This would be my first choice. Make it private, of course. If your class has so many other data fields, that adding this new member appears painful, then this could be a sign of bad design of the entire class in the first place.
Often init() methods can be avoided completely by splitting up a class into two: A class A that contains the constructed data before the call to init() and a class B that is initialized upon construction. That way you can see if an object is initialized only by its type.
An init flag that can be set, but not reset
This class could look somewhat like this:
class InitFlag
{
public:
void set()
{
isSet_ = true;
}
operator bool() const
{
return isSet_;
}
private:
bool isSet_ = false;
};
This way, member functions cannot mess up your flag as easily. As an author of a class, you should be able to trust your member functions enough, that they don't set this flag, unless they are called init().
The non-virtual interface idiom
You create a base class with an init() function that is public and non-virtual. This function checks, if init() has been called before, calls a private purely virtual doInit() function which is supposed to do the actual initialization and sets the init flag after that. It looks like this:
class InitializeBase
{
public:
virtual ~InitializeBase() = default;
bool isInit() const
{
return isInit_;
}
void init()
{
assert( !isInit() );
doInit();
isInit_ = true;
}
private:
virtual void doInit() = 0;
bool isInit_ = false;
};
This has several security advantages:
Derived classes cannot modify isInit_.
Derived classes cannot call doInit(), as long as they don't make it public or protected (which would be very nasty). However, they can and must implement this function.
Hence doInit() function is statically guaranteed not to be called more than once, unless an assert() will trigger.
If you don't want the init() function to be public, then you can derive with the protected or the private attribute from InitializeBase.
The obvious drawback is that the design is more complicated and you get an additional virtual function call. For this reason the NVI idiom has become somewhat controversial.
Here's a variant that wraps a function in a class.
Once the function is called, it's replaced with one that does nothing.
const std::function<void()> nop = [](){};
class Once
{
public:
Once(std::function<void()> f) : m_function(f) {}
void operator()()
{
m_function();
m_function = nop;
}
private:
std::function<void()> m_function;
};
class Foo
{
public:
Foo(int x)
: m_function([this](){m_x += 1;}),
m_x(x) {}
int get() const { return m_x; }
void dostuff() { m_function(); }
private:
int m_x;
Once m_function;
};
int main()
{
Foo f(0);
cout << f.get() << endl; // 0
f.dostuff();
cout << f.get() << endl; // 1
f.dostuff();
cout << f.get() << endl; // 1
}
molbdnilo's answer is pretty good and was along the same lines I was thinking. I've changed a few things which I personally think makes it more idiomatic.
#include <iostream>
#include <functional>
class Once
{
bool isDone = false;
public:
void exec(std::function<void()> function)
{
if (!isDone)
{
function();
isDone = true;
}
}
};
class MyObj {
Once once = Once();
public:
void myFunc()
{
once.exec( []{
std::cout << "Hello, world!";
// do some stuff
});
}
};
int main()
{
MyObj foo = MyObj();
foo.myFunc();
foo.myFunc();
foo.myFunc();
}
The solution at the top is very good, but this might be a better solution for an interesting special case.
I assume that the method shall only be executed once because it modifies the state of the class. For the special case that the method initializes some parts of the class, I think it is best to use an optional, either boost::optional or std::optional or std::experimental::optional, depending on what is available to you:
#include <boost/optional.hpp>
class X
{
public:
void init()
{
if( ! _x )
{
_x.reset( 5 );
}
}
private:
boost::optional<int> _x;
};
I was wondering whether there's a way to override a function for a specific instance only. For ex,
class A
{
public:
...
void update();
...
}
int main()
{
...
A *first_instance = new A();
// I want this to have a specific update() function.
// ex. void update() { functionA(); functionB(); ... }
A *second_instance = new A();
// I want this to have a different update() function than the above one.
// ex. void update() { functionZ(); functionY(); ...}
A *third_instance = new A();
// ....so on.
...
}
Is there a way to achieve this?
I think virtual function is just what you want, with virtual function, different instances of the same type can have different functions, but you need to inherit the base class. for example
class A
{
public:
...
virtual void update()
{
std::cout << "Class A\n";
}
...
};
class B: public A
{
public:
virtual void update()
{
std::cout << "Class B\n";
}
};
class C: public A
{
public:
virtual void update()
{
std::cout << "Class C\n";
}
};
int main()
{
...
A *first_instance = new A();
// I want this to have a specific update() function.
// ex. void update() { functionA(); functionB(); ... }
A *second_instance = new B();
// I want this to have a different update() function than the above one.
// ex. void update() { functionZ(); functionY(); ...}
A *third_instance = new C();
// ....so on.
...
}
each instance in the above code will bind different update functions.
Besides, you can also use function pointer to implement your requirement, but it is not recommended. For example
class A
{
public:
A(void(*u)())
{
this->update = u;
}
...
void (*update)();
};
void a_update()
{
std::cout << "update A\n";
}
void b_update()
{
std::cout << "update B\n";
}
void c_update()
{
std::cout << "update C\n";
}
int main()
{
...
A first_instance(a_update);
// I want this to have a specific update() function.
// ex. void update() { functionA(); functionB(); ... }
A second_instance(b_update);
// I want this to have a different update() function than the above one.
// ex. void update() { functionZ(); functionY(); ...}
A third_instance(c_update);
// ....so on.
...
}
Hope helps!
Hold a function in the class.
#include <iostream>
#include <functional>
using namespace std;
class Foo
{
public:
Foo(const function<void ()>& f) : func(f)
{
}
void callFunc()
{
func();
}
private:
function<void ()> func;
};
void printFoo() { cout<<"foo"<<endl; }
void printBar() { cout<<"bar"<<endl; }
int main()
{
Foo a(printFoo);
Foo b(printBar);
a.callFunc();
b.callFunc();
}
You may have noticed that the end brace of a class is often followed by a semicolon, whereas the end braces of functions, while loops etc don't. There's a reason for this, which relates to a feature of struct in C. Because a class is almost identical to a struct, this feature exists for C++ classes too.
Basically, a struct in C may declare a named instance instead of (or as well as) a named "type" (scare quotes because a struct type in C isn't a valid type name in itself). A C++ class can therefore do the same thing, though AFAIK there may be severe limitations on what else that class can do.
I'm not in a position to check at the moment, and it's certainly not something I remember using, but that may mean you can declare a named class instance inheriting from a base class without giving it a class name. There will still be a derived type, but it will be anonymous.
If valid at all, it should look something like...
class : public baseclass // note - no derived class name
{
public:
virtual funcname ()
{
...
}
} instancename;
Personally, even if this is valid, I'd avoid using it for a number of reasons. For example, the lack of a class name means that it's not possible to define member functions separately. That means that the whole class declaration and definition must go where you want the instance declared - a lot of clutter to drop in the middle of a function, or even in a list of global variables.
With no class name, there's presumably no way to declare a constructor or destructor. And if you have non-default constructors from the base class, AFAIK there's no way to specify constructor parameters with this.
And as I said, I haven't checked this - that syntax may well be illegal as well as ugly.
Some more practical approaches to varying behaviour per-instance include...
Using dependency injection - e.g. providing a function pointer or class instance (or lambda) for some part of the behavior as a constructor parameter.
Using a template class - effectively compile-time dependency injection, with the dependency provided as a function parameter to the template.
I think it will be the best if you'll tell us why do you need to override a function for a specific instance.
But here's another approach: Strategy pattern.
Your class need a member that represent some behaviour. So you're creating some abstract class that will be an interface for different behaviours, then you'll implement different behaviours in subclasses of that abstract class. So you can choose those behaviours for any object at any time.
class A;//forward declaration
class Updater
{
public:
virtual ~Updater() {};//don't forget about virtual destructor, though it's not needed in this case of class containing only one function
virtual void update(A&) = 0;
}
class SomeUpdater
{
public:
virtual void update(A & a);//concrete realisation of an update() method
}
class A
{
private:
Updater mUpdater;
public:
explicit A(Updater updater);//constructor takes an updater, let's pretend we want to choose a behaviour once for a lifetime of an object - at creation
void update()
{
mUpdater.update(this);
}
}
You can use local classes, yet, personally, I consider the "hold function in the class" approach mentioned in the other answer better. I'd recommend the following approach only if doFunc must access internals of your base class, which is not possible from a function held in a member variable:
class ABase {
public:
void Func () { this->doFunc (); }
private:
virtual void doFunc () = 0;
public:
virtual ~ABase () { }
};
ABase* makeFirstA () {
class MyA : public ABase {
virtual void doFunc () { std::cout << "First A"; }
};
return new MyA;
}
ABase* makeSecondA () {
class MyA : public ABase {
virtual void doFunc () { std::cout << "Second A"; }
};
return new MyA;
}
int main () {
std::shared_ptr<ABase> first (makeFirstA ());
std::shared_ptr<ABase> second (makeSecondA ());
first->Func ();
second->Func ();
}
From a design patterns point of view, the "local classes" approach implements the template method pattern, while the "hold a function(al) in a member variable" approach reflects the strategy pattern. Which one is more appropriate depends on what you need to achieve.
I need several C++ classes to have a static method "register", however the implementation of register varies between those classes.
It should be static because my idea is to "register" all those classes with Lua (only once of course).
Obviously I can't declare an interface with a static pure virtual function. What do you guys suggest me to do ? Simplicity is welcome, but I think some kind of template could work.
Example of what I would like to achieve
class registerInterface
{
public:
static virtual void register() = 0; //obviously illegal
};
class someClass: public registerInterface
{
static virtual void register()
{
//I register myself with Lua
}
}
class someOtherClass: public registerInterface
{
static virtual void register()
{
//I register myself with Lua in a different way
}
}
int main()
{
someClass::register();
someOtherClass::register();
return 0;
}
Based on how you've described the problem, it's unclear to me why you even need the 'virtual static method' on the classes. This should be perfectly legal.
class SomeClass {
static void register(void) {
...
}
}
class SomeOtherClass {
static void register(void) {
...
}
}
int main(int argc, char* argv[]) {
SomeClass::register();
SomeOtherClass::register();
return 0;
}
Drop the RegisterInterface, I don't think you need it.
If it helps, you could take Hitesh's answer, and add:
struct luaRegisterManager {
template <typename T>
void registrate() {
T::registrate();
// do something else to record the fact that we've registered -
// perhaps "registrate" should be returning some object to help with that
}
};
Then:
int main() {
luaRegisterManager lrm;
lrm.registrate<someClass>();
lrm.registrate<someOtherClass>();
}
More generally, if you want to introduce any dynamic polymorphism in C++, then you need an object, not just a class. So again, perhaps the various register functions should be returning objects, with some common interface base class registeredClass, or classRegistrationInfo, or something along those lines.
Could provide an example of what you feel it is that you need dynamic polymorphism for? Hitesh's code precisely matches your one example, as far as I can see, so that example must not cover all of your anticipated use cases. If you write the code that would be using it, perhaps it will become clear to you how to implement it, or perhaps someone can advise.
Something else that might help:
#include <iostream>
#include <string>
#include <vector>
struct Registered {
virtual std::string name() = 0;
virtual ~Registered() {}
Registered() {
all.push_back(this);
}
static std::vector<Registered*> all;
};
std::vector<Registered*> Registered::all;
typedef std::vector<Registered*>::iterator Iter;
template <typename T>
struct RegisteredT : Registered {
std::string n;
RegisteredT(const std::string &name) : n(name) { T::registrate(); }
std::string name() { return n; }
// other functions here could be implemented in terms of calls to static
// functions of T.
};
struct someClass {
static Registered *r;
static void registrate() { std::cout << "registering someClass\n"; }
};
Registered *someClass::r = new RegisteredT<someClass>("someClass");
struct someOtherClass {
static Registered *r;
static void registrate() { std::cout << "registering someOtherClass\n"; }
};
Registered *someOtherClass::r = new RegisteredT<someOtherClass>("someOtherClass");
int main() {
for (Iter it = Registered::all.begin(); it < Registered::all.end(); ++it) {
std::cout << (*it)->name() << "\n";
}
}
There are all sorts of problems with this code if you try to split it across multiple compilation units. Furthermore, this kind of thing leads to spurious reports from memory leak detectors unless you also write some code to tear everything down at the end, or use a vector of shared_ptr, Boost pointer vector, etc. But you see the general idea that a class can "register itself", and that you need an object to make virtual calls.
In C++ you usually try to avoid static initialisation, though, in favour of some sort of setup / dependency injection at the start of your program. So normally you would just list all the classes you care about (calling a function on each one) rather than try to do this automatically.
Your intentions are noble, but your solution is inkling towards "overengineering" (unless I am missing an obvious solution).
Here is one possibility: You can use the Virtual Friend function idiom For example,
class RegisterInterface{
friend void register(RegisterInterface* x){x->do_real_register();}
protected:
virtual void do_real_register();
}
class Foo : public RegisterInterface{
protected:
virtual void do_real_register(){}
};
class Bar : public RegisterInterface{
protected:
virtual void do_real_register(){}
};
int main(int argc, char* argv[]) {
BOOST_FOREACH(RegisterInterface* ri, registered_interfaces)
{
register(ri);
}
return 0;
}
I know you've already accepted an answer, but I figured I would write this up anyway. You can have self-registering classes if you use some static initialization and the CRTP:
#include <vector>
#include <iostream>
using namespace std;
class RegisterableRoot // Holds the list of functions to call, doesn't actually need
// need to be a class, could just be a collection of globals
{
public:
typedef void (*registration_func)();
protected:
static std::vector<registration_func> s_registery;
public:
static void do_registration()
{
for(int i = 0; i < s_registery.size(); ++i)
s_registery[i]();
}
static bool add_func(registration_func func) // returns something so we can use it in
// in an initializer
{
s_registery.push_back(func);
return true;
}
};
template<typename RegisterableType> // Doesn't really need to inherit from
class Registerable : public RegisterableRoot // RegisterableRoot
{
protected:
static const bool s_effect;
};
class A : public Registerable<A> // Honestly, neither does A need to inherit from
// Registerable<T>
{
public:
static void Register()
{
cout << "A" << endl;
}
};
class B : public Registerable<B>
{
public:
static void Register()
{
cout << "B" << endl;
}
};
int main()
{
RegisterableRoot::do_registration();
return 0;
}
std::vector<RegisterableRoot::registration_func> RegisterableRoot::s_registery;
template <typename RegisterableType> // This is the "cute" part, we initialize the
// static s_effect so we build the list "magically"
const bool Registerable<RegisterableType>::s_effect = add_func(&RegisterableType::Register);
template class Registerable<A>; // Explicitly instantiate the template
// causes the equivalent of
// s_registery.push_back(&A::Register) to
// be executed
template class Registerable<B>;
This outputs
A
B
although I wouldn't rely on this order if I were you. Note that the template class Registerable<X> need not be in the same translation unit as the call to do_registration, you can put it with the rest of your definition of Foo. If you inherit from Registerable<> and you don't write a static void Register() function for your class you'll get a (admittedly probably cryptic) compiler error much like you might expect if there really was such a thing as "static virtuals". The "magic" merely adds the class specific function to the list to be called, this avoids several of the pitfalls of doing the actual registration in a static initializer. You still have to call do_registration for anything to happen.
How about this way? Define an interface class:
// IFoobar.h
class IFoobar{
public:
virtual void Register(void) = 0;
}
Then define the class that handles the register..
// RegisterFoobar.h
class RegisterFoobar{
public:
// Constructors etc...
IFoobar* fooBar;
static void RegisterFoobar(IFoobar& fubar){
foobar = &fubar;
}
private:
void Raise(void){ foobar->Register(); }
}
Now, then define another class like this
// MyFuBar.h
class MyFuBar : IFoobar{
public:
// Constructors etc...
void Register(void);
private:
RegisterFoobar* _regFoobar;
}
Call the code like this:
//MyFuBar.cpp
MyFuBar::MyFuBar(){
_regFoobar = new Foobar();
_regFoobar->RegisterFoobar(this);
}
void MyFuBar::Register(void){
// Raised here...
}
Maybe I have misunderstood your requirements...