Creating a sub-namespace with the name of another namespace - c++

I want to do something like this:
namespace someModule
{
int someInt = 4;
}
namespace test::someModule
{
void f()
{
someModule::someInt = 2;
}
}
But it looks like the compiler searches for someInt in test::someModule and not in someModule. I could create test as test::someModule_, but it looks pretty ugly. Isn't there a better option?

you can always refer to the global namespace using :: as prefix, i.e.,
::someModule::someInt = 2;
Note that the fact you're having multiple identically named namespaces is probably pretty confusing! Unless you have a very good architectural reason that you explained why proposing to add such to a project I'm maintaining, I would reject this code – code like this is easy to misunderstand. In fact, it almost seems intentionally misleading! Your job as programmer is to write code that can be read and understood not only by machines, but also by yourself in a year or other developers tomorrow. When describing two different things (namespaces), use two different names. Using the same name is only fine if something does the same thing.

Related

Select a given namespace at runtime

Say I have these namespaces:
namespace old
{
std::array<std::string,1> characters {"old"};
}
namespace young
{
std::array<std::string,1> characters {"young"};
}
Then I want the user to tell me at the beginning which version is he using. Then call the appropriate namespace throughout the program.
I have tried using namespace depending on input, but it doesn't work because I need to call the correct namespace in functions on other source files. I was thinking maybe can I send the namespace as a function parameter? Or do something clever with templates?
EDIT:
When I refer to "user" I mean somebody that is using my executable, a person playing my game.
What I want to do is to ask him the version he is going to use e.g. US version (things have some names), or UK version (things have other names).
All that changes is the names I use. But I want him to be able to switch between versions every time.
I hope it is clear, please let me know if you need further clarification.
There is no way to pass a namespace as function parameter or template parameter. User may use it as:
using namespace old;
characters[0] = 'O';
or code as:
old::characters[0] = 'O';
UPDATE: After updating original question
Namespaces are relevant during compile-time and do not reflect any behavior in runtime. What you need is more along the lines of:
enum Language
{
ENGLISH_UK, ENGLISH_US
};
std::array<std::string, 2> label = {
"colour", // for British-english
"color" // for US-English
};
And then in the code:
static Language lang = ENGLISH_UK;
std::cout << label[lang] << std::endl;
So, if there is a change in user interface, you do not need to recompile the whole app.
Short answer is no, because what functions are called and what variables are accessed at a particular location in your code when you e.g. write characters is detrmined at compile-time.
The slightly longer answer is that you can create wrapper functions and references in a separate namespace and let them forward to one or the other depending on the user (as long as the types are the same).
E.g.
namespace current {
int namespace_to_use = 1; // can be set by some initialization function in your code
std::array<std::string,1>& get_characters(){
return namespace_to_use == 0 ? old::characters : young::characters;
}
}
I wouldn't call that good application design and there are many more advanced/better versions of this (e.g. based on dynamic polymorphism and the factory pattern or pointers/references). What fits best depends on your needs and your level of expereience.

Is there a way to say the object only once when I have to use it again and again?

Take for example:
int main(void){
numberComparator comparator1;
comparator1.setA(78.321);
comparator1.showA();
comparator1.setB('c');
comparator1.setB("Yes");
comparator1.setB(124.213);
comparator1.showB();
comparator1.setB(12);
return 0;
}
Instead of saying comparator1 over and over again, can I do something shorter?
I understand that this doesn't really change much about how the program works, but it does make it easier to work around with testing a class I make.
I am doing overloading so that for an assortment of inputs into my comparator, my program can handle them without making the results go crazy. In this case, I want the input to be an int, but what if the input isn't?
The answer could be lying around the internet, but as my title may infer, I do not know how to state the question.
You are looking for something like with keyword which is part of, for example, Pascal language.
Unfortunately, C++ doesn't provide similar feature. Using the references, one can shorten the name of the class and somewhat alleviate the pain, i.e.
Comparator comparator1;
...
{
Comparator& cr = comparator1;
cr.a();
cr.b();
cr.c();
}
It depends. If numberComparator has a "fluent" interface, then each member function will return a reference to *this, and you can write:
comparator1
.setA(78.321)
.showA()
.setB('c')
.setB("Yes")
.setB(124.213)
.showB()
.setB(12);
Note that this is a bitch to debug by step-into (you have to step into every function until you get to the one you are interested in).
The alternative of course is "use a shorter name".
int main(void){
numberComparator c1;
c1.setA(78.321);
c1.showA();
c1.setB('c');
c1.setB("Yes");
c1.setB(124.213);
c1.showB();
c1.setB(12);
return 0;
}
There is really no point in having a particularly long name if it is limited in scope to a few lines. For a local variable, if it isn't limited in scope to a few lines, your function is probably too long.

D: finding all functions with certain attribute

Is it currently possible to scan/query/iterate all functions (or classes) with some attribute across modules?
For example:
source/packageA/something.d:
#sillyWalk(10)
void doSomething()
{
}
source/packageB/anotherThing.d:
#sillyWalk(50)
void anotherThing()
{
}
source/main.d:
void main()
{
for (func; /* All #sillWalk ... */) {
...
}
}
Believe it or not, but yes, it kinda is... though it is REALLY hacky and has a lot of holes. Code: http://arsdnet.net/d-walk/
Running that will print:
Processing: module main
Processing: module object
Processing: module c
Processing: module attr
test2() has sillyWalk
main() has sillyWalk
You'll want to take a quick look at c.d, b.d, and main.d to see the usage. The onEach function in main.d processes each hit the helper function finds, here just printing the name. In the main function, you'll see a crazy looking mixin(__MODULE__) - this is a hacky trick to get a reference to the current module as a starting point for our iteration.
Also notice that the main.d file has a module project.main; line up top - if the module name was just main as it is automatically without that declaration, the mixin hack would confuse the module for the function main. This code is really brittle!
Now, direct your attention to attr.d: http://arsdnet.net/d-walk/attr.d
module attr;
struct sillyWalk { int i; }
enum isSillyWalk(alias T) = is(typeof(T) == sillyWalk);
import std.typetuple;
alias hasSillyWalk(alias what) = anySatisfy!(isSillyWalk, __traits(getAttributes, what));
enum hasSillyWalk(what) = false;
alias helper(alias T) = T;
alias helper(T) = T;
void allWithSillyWalk(alias a, alias onEach)() {
pragma(msg, "Processing: " ~ a.stringof);
foreach(memberName; __traits(allMembers, a)) {
// guards against errors from trying to access private stuff etc.
static if(__traits(compiles, __traits(getMember, a, memberName))) {
alias member = helper!(__traits(getMember, a, memberName));
// pragma(msg, "looking at " ~ memberName);
import std.string;
static if(!is(typeof(member)) && member.stringof.startsWith("module ")) {
enum mn = member.stringof["module ".length .. $];
mixin("import " ~ mn ~ ";");
allWithSillyWalk!(mixin(mn), onEach);
}
static if(hasSillyWalk!(member)) {
onEach!member;
}
}
}
}
First, we have the attribute definition and some helpers to detect its presence. If you've used UDAs before, nothing really new here - just scanning the attributes tuple for the type we're interested in.
The helper templates are a trick to abbreviate repeated calls to __traits(getMember) - it just aliases it to a nicer name while avoiding a silly parse error in the compiler.
Finally, we have the meat of the walker. It loops over allMembers, D's compile time reflection's workhorse (if you aren't familiar with this, take a gander at the sample chapter of my D Cookbook https://www.packtpub.com/application-development/d-cookbook - the "Free Sample" link is the chapter on compile time reflection)
Next, the first static if just makes sure we can actually get the member we want to get. Without that, it would throw errors on trying to get private members of the automatically imported object module.
The end of the function is simple too - it just calls our onEach thing on each element. But the middle is where the magic is: if it detects a module (sooo hacky btw but only way I know to do it) import in the walk, it imports it here, gaining access to it via the mixin(module) trick used at the top level... thus recursing through the program's import graph.
If you play around, you'll see it actually kinda works. (Compile all those files together on the command line btw for best results: dmd main.d attr.d b.d c.d)
But it also has a number of limitations:
Going into class/struct members is possible, but not implemented here. Pretty straightforward though: if the member is a class, just descend into it recursively too.
It is liable to break if a module shares a name with a member, such as the example with main mentioned above. Work around by using unique module names with some package dots too, should be ok.
It will not descend into function-local imports, meaning it is possible to use a function in the program that will not be picked up by this trick. I'm not aware of any solution to this in D today, not even if you're willing to use every hack in the language.
Adding code with UDAs is always tricky, but doubly so here because the onEach is a function with its on scope. You could perhaps build up a global associative array of delegates into handlers for the things though: void delegate()[string] handlers; /* ... */ handlers[memberName] = &localHandlerForThis; kind of thing for runtime access to the information.
I betcha it will fail to compile on more complex stuff too, I just slapped this together now as a toy proof of concept.
Most D code, instead of trying to walk the import tree like this, just demands that you mixin UdaHandler!T; in the individual aggregate or module where it is used, e.g. mixin RegisterSerializableClass!MyClass; after each one. Maybe not super DRY, but way more reliable.
edit:
There's another bug I didn't notice when writing the answer originally: the "module b.d;" didn't actually get picked up. Renaming it to "module b;" works, but not when it includes the package.
ooooh cuz it is considered "package mod" in stringof.... which has no members. Maybe if the compiler just called it "module foo.bar" instead of "package foo" we'd be in business though. (of course this isn't practical for application writers... which kinda ruins the trick's usefulness at this time)

C++ Calling different functions by string name

I am relatively new to C++ - I leanerd it some 6+ years ago, but have never really used it until some months ago.
What is the scenario:
Considerably large system with a lot of modules.
Desired Output:
Modules (namely X) "expose" certain functions to be called over network and have the result sent back to the caller (namely Y)
The caller Y doesn´t know any info about X, despite what was exposed by the library (function name and parameters).
The calling of function in X from the library will have to happen through a string received from Y - or a set of strings, as there will be parameters as well.
Ideally what I want to have is something as generic as possible with variable return/paramaters types, or some kind of type-erasure - owing to the fact that I don´t know which functions each module will want to expose. I reckon its quite utopic to get something like that running in C++. But hopefully with pre-determined possible return/parameter types, it is feasible. The communication is not a problem for now, what matters is what should be done in the module side.
Question:
Would it be possible to accomplish such thing using C++ and Boost ? I would be really greateful if someone could give me some guidelines - literature/tutorials/(pseudo)code examples and so on and so forth. I am ofc not expecting a full solution here.
Possible solution:
I am a little bit lost as to which "functionalities" of the languages I can/should use - mainly due to my restrictions in the project.
I thought about using Variadic Templates and found the question below, which really helps, the only problem is that Variadic Templates are not supported in VS2010.
Generic functor for functions with any argument list
After some extensive research in the Web, the closest answer I got was this:
map of pointers to functions of different return types and signatures
The scenario is pretty much the same. The difference, however, seems to me that the OP already knows beforehand the return/parameters the functions he will be using. Due to my low reputation (I just joined) I unfortunately cannot ask/comment anything there.
TBH I didn´t get that well how to accomplish what the selected answer explains.
Using maps is a way, but I would have to store objects which contains function pointers (as also answered in the question), but as it is possible to see in the provided code by the user, it does have some hard-coded stuff which I wasn´t desiring to have.
Further clarifications:
Yes, I am restricted to use C++ AND VS2010 SP1.
No, despite Boost, I cannot use any other 3rd library - it would be great to be able to use some Reflection libraries such as CPGF http://www.cpgf.org/ (even though I am not 100% sure if thats what I really need)
Minor Edit:
- Scripting language bindings (such as LUA) are indeed a way to go, yet I didn´t want to include it in the project.
I hope someone can shed light on this problem!
Thanking in advance for any input!
Looks like you're needed a little reflection module. For example we have a struct of method info such as:
struct argument_info {
std::string name;
std::string type;
std::string value;
}
struct method_info {
std::string method_name;
std::string return_type;
std::list<argument_info> arguments;
}
then compile a dll with all exported functions
extern"C" __declspec(dllexport) void f1(int a, int b){/*...*/}
extern"C" __declspec(dllexport) int f1(std::string a, int b, char* c){ return x; }
in the interpreter's code:
void call_function(method_info mi, argument_info& t_return)
{
/* let g_mi be a map, where key is a std::string name of the method and the
value is method_info struct */
if(!g_mi->find(mi.method_name))
throw MethodNotFindException
if(g_mi[mi.method_name].arguments.size() != mi.arguments.size())
throw InvalidArgumentsCountException;
for(int i = 0; i < g_mi[mi.method_name].arguments.size(); i++)
{
if(g_mi[mi.method_name].arguments[i].type != mi.arguments[i].type)
throw InvalidArgumentException;
}
t_return = module->call(mi.arguments);
}
I hope it may help you.

C++ namespace elements

I want to get namespace elements name and value... how can I do that?
I want to list names and values (edited)
example
namespace testns{
int stuff=4;
};
int index=0;
get_element_name(testns,index);
get_element_value(testns,int,index);
A namespace is just what it says on the box, a namespace. You can have the same namespace in many modules, how would you know how to index them? What is the one and only proper order? Namespaces are only to categorize elements, not to somehow magically allow them to be indexed.
C++ does not have any reflection facilities (I assume that is what you are looking for). You have to manually state what you want.
What you're trying to do is called reflection, and C++ doesn't have any language-level built-in way of doing this for you. There are only a few things that can be done, such as using the # operator within a #define, but then you're using #defines, which I bet is not what you want.
The closest thing you can functionally get is to write another program which reads your source, digs out the namespace information, then writes it to a header file you can #include somewhere else. The GCC-XML extension could be helpful in this regard, since it uses the G++ front end to parse the language, then outputs the syntax trees as XML, which you can read with any number of XML DOM parsers.
In order to access the variable stuff, you do this:
//Setting
testns::stuff = 10;
//Getting
int stuff_value = testsn::stuff;
The purposes of namespaces are to disambiguate between code which use similar nomenclature.