Calling functions inside of const references - c++

Hi I am trying to have a getter in my class that returns a "read-only" reference to a vector of objects. Each of those objects its own variables and functions, that I need to call. The way that I am trying to set this up is to have the getter in the main class return a const reference. However, I don't seem to be able to access the values of the objects held in the vector. Is there a better way to do this? Here is a smallest reproducible example. Thank you.
#include <vector>
class Obj
{
private:
int val;
public:
Obj() { val = 10; }
inline int getVal() { return val; }
};
class Foo
{
private:
std::vector<Obj> obsVec;
public:
Foo()
{
Obj a;
Obj b;
obsVec.push_back(a);
obsVec.push_back(b);
}
const std::vector<Obj>& getConstRef() const { return obsVec; }
};
int main()
{
Foo foo;
foo.getConstRef()[0].getVal(); // Here is where I get the error
return 0;
}
The error that I get is:
Error (active) E1086 the object has type qualifiers that are not compatible with the member function "Obj::getVal"

You need to declare getVal() as const:
inline int getVal() const { return val; }
instead of:
inline int getVal() { return val; }

foo.getConstRef()[0] returns const A &, but getVal is not marked const.
Also note that inline is useless here, since functions defined (rather than declared) in class body are implicitly inline.

Related

return vector of objects to a function

What is the correct syntax to do this? Surely I made some stupid mistake ... unfortunately I'm trying to better understand the vectors. I know that I created an unnecessary pointer, but I need to understand the syntax.
#include <iostream>
#include <vector>
class otherClass
{
public:
otherClass(int x):value(x)
{
//ctor
}
int getValue()
{
return value;
}
private:
int value;
};
class MyClass
{
public:
MyClass(int x)
{
obj = new std::vector<otherClass>(x,otherClass{5});
}
otherClass getVector()
{
return obj; //HERE FIRST ERROR <---------------
}
private:
std::vector<otherClass>*obj;
};
void doSomething(otherClass*obj)
{
std::cout << obj->getValue() << std::endl;
}
int main()
{
MyClass*aClass = new MyClass(10);
doSomething(aClass->getVector()); //HERE SECOND ERROR <---------------
return 0;
}
Errors that I get when compiling:
First:
error: invalid conversion from 'std::vector<otherClass>*' to 'int' [-fpermissive]
Second:
error: cannot convert 'otherClass' to 'otherClass*' for argument '1' to 'void doSomething(otherClass*)'
First of all, there is no point in using any pointer here. None!
Second, your getters should be qualified const, and return const references for heavy objects like your vector. It prevents an useless copy.
int getValue() const
// ^^^^^
{
return value;
}
within otherClass, and
class MyClass
{
public:
MyClass(int x) : obj(x, otherClass{5}) // construction here
{ }
std::vector<otherClass> const & getVector() const
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^
{
return obj;
}
private:
std::vector<otherClass> obj; // no pointer, just a vector
};
Then in the main:
MyClass aClass(10);
What you want to do with doSomething() is unclear. With your code doSomething(aClass->getVector()) you're supposed to handle the returned vector of otherClasses. So it should be:
void doSomething(std::vector<otherClass> const & obj)
I let you write its code.
just say what you want to return
std::vector<otherClass> *getVector()
{
return obj;
}
or
std::vector<otherClass> getVector()
{
return *obj;
}

Return function type example in C++

Current get() member function in class MyClass is defined as below, the return type is const int&. My question is what would be the difference if I defined get() function as
int& get() const
or
int get() const
? And which way is recommended?
#include <iostream>
using namespace std;
class MyClass {
int x;
public:
MyClass(int val) : x(val) {}
const int& get() const {return x;}
};
void print (const MyClass& arg) {
cout << arg.get() << '\n';
}
int main() {
MyClass foo (10);
print(foo);
return 0;
}
There's really nothing wrong with this code; logically it accomplishes more or less the same thing after the compiler inlines the get() method.
There's quite a big difference in some degenerate callers though:
const int *iptr = &foo.get(); // returns the address of x in the class.
On the other hand had you declared as follows:
class MyClass {
int x;
public:
MyClass(int val) : x(val) {}
const int get() const {return x;}
};
const int *iptr = &foo.get(); // Error!
I don't see any good reason for int& here. If you don't have one, people will frown on this code. Normally if people are expected to keep pointers to things around you don't return them by reference. The only reason you would want to return a pointer to a member is so that somebody can auto-pickup changes to it; and I have never seen a good use for that though I can imagine why some such thing might exist.
As for selbie's comment about assigning to it; it's a const reference; assigning to it is a compile time error.

Track member variable value change

I want to track when a particular member variable changes value so I can print it out. Now, the obvious solution to do this is to add a tracking function in the member's Set method, like so :
class Foo
{
public:
Foo() {}
void SetBar(int value)
{
//Log that m_bar is going to be changed
m_bar = value;
}
private:
int m_bar; // the variable we want to track
};
The problem I'm facing is that I'm working on a huge project and some classes have a lot of methods that internally change member variables instead of calling their Setters.
m_bar = somevalue;
Instead of :
SetBar(somevalue);
So I'm wondering if there's a faster/more clean method to achieve what I want than just changing every m_bar = to SetBar(. An assignment operator overload only for that member variable perhaps?
If it is possible for you to change the data type of the member, you can change it to a logger type.
Example:
#include <iostream>
template <class T>
class Logger
{
T value;
public:
T& operator=(const T& other)
{
std::cout << "Setting new value\n";
value = other;
return value;
}
operator T() const
{
return value;
}
};
class Foo
{
public:
Foo() {}
void SetBar(int value)
{
//Log that m_bar is going to be changed
m_bar = value;
}
private:
#if 1
Logger<int> m_bar; // the variable we want to track
#else
int m_bar; // the variable we want to track
#endif
};
int main()
{
auto f = Foo();
f.SetBar(12);
}
Online example at ideone.

Overloaded 'dereference' or 'member of pointer' operators don't get run when I have a pointer to an object

I have the following code:
#include <iostream>
struct Base {
int i_;
};
class El : protected Base {
public:
int get_i() const { return i_; }
void set_i(int i) { i_ = i; }
};
class It : protected Base {
public:
using pointer = const El*;
using reference = const El&;
reference operator*() const
{
return reinterpret_cast<reference>(*this);
}
pointer operator->() const
{
return reinterpret_cast<pointer>(this);
}
};
int main()
{
It it;
It* itp = &it;
std::cout << *****(itp)->get_i() << "\n"; //ERROR
}
Both GCC and Clang++ somehow fail to invoke either of operator* or operator->, so I get an error It doesn't have member function 'get_i' in the last line regardless how many indirections I try. Does the standard warrant such unintuitive behavior?
Operator precedence: -> binds more tightly, so is applied to the pointer itp.
When you overload operator->, that doesn't affect the meaning of operator-> applied to a pointer-to-your-class. You want (*itp)->get_i();, I think.

How can I make this function act like an l-value?

Why can't I use the function ColPeekHeight() as an l-value?
class View
{
public:
int ColPeekHeight(){ return _colPeekFaceUpHeight; }
void ColPeekHeight( int i ) { _colPeekFaceUpHeight = i; }
private:
int _colPeekFaceUpHeight;
};
...
{
if( v.ColPeekHeight() > 0.04*_heightTable )
v.ColPeekHeight()-=peek;
}
The compiler complains at v.ColPeekHeight()-=peek. How can I make ColPeekHeight() an l-value?
Return the member variable by reference:
int& ColPeekHeight(){ return _colPeekFaceUpHeight; }
To make your class a good one, define a const version of the function:
const int& ColPeekHeight() const { return _colPeekFaceUpHeight; }
when I declare the function with the
two consts
When you want to pass an object into a function that you don't expect it to modify your object. Take this example:
struct myclass
{
int x;
int& return_x() { return x; }
const int& return_x() const { return x; }
};
void fun(const myclass& obj);
int main()
{
myclass o;
o.return_x() = 5;
fun(o);
}
void fun(const myclass& obj)
{
obj.return_x() = 5; // compile-error, a const object can't be modified
std::cout << obj.return_x(); // OK, No one is trying to modify obj
}
If you pass your objects to functions, then you might not want to change them actually all the time. So, to guard your self against this kind of change, you declare const version of your member functions. It doesn't have to be that every member function has two versions! It depends on the function it self, is it modifying function by nature :)
The first const says that the returned value is constant. The second const says that the member function return_x doesn't change the object(read only).
It can be rewritten like:
class View
{
public:
int GetColPeekHeight() const { return _colPeekFaceUpHeight; }
void SetColPeekHeight( int i ) { _colPeekFaceUpHeight = i; }
private:
int _colPeekFaceUpHeight;
};
...
{
cph = v.GetColPeekHeight();
if ( cph > 0.04 * _heightTable )
v.SetColPeekHeight( cph - peek );
}