Let's say we have this simple class
struct MyClass {
const std::string &getString() const & {
return m_string;
}
std::string getString() && {
return std::move(m_string);
}
private:
std::string m_string;
};
As we can see, the m_string acts as a non mutable variable in the sense that we cannot modify it.
This structure also preserve the fact that if we move one instance of MyClass to another, the m_string attribute will be moved as well.
Now, we are going to try to refactor the prior structure :
struct MyClass {
std::string m_string;
};
Here, we keeps the fact that we can access it or move it, but we lose the "immutability"... So I tried to write it like that :
struct MyClass {
const std::string m_string;
};
Here we get the immutability thing, however, we lose the potential optimization when we move the object...
So, is it possible to have a behavior similar to the first code, without writing all the getter?
EDIT: the std::string is just for example, but the idea must be usable with all kind of objects
So, is it possible to have a behavior similar to the first code, without writing all the getter?
I can't think of any.
Having said that, the overhead of writing getters and setters for member variables is not such a big burden that I would spend too much time thinking about it.
However, there are some who think that getters and setters of member variables don't add enough protection to a class to even worry about them. If you subscribe to that line of thinking, you can get rid of the getters and setters altogether.
I have used the "no getters and setters" principle for containers of data enough times that I find it natural in many use cases.
You can implement this behavior using a template wrapper type. It seems you want a type that works well with copy and move construction and assignment, but which only provides const access to the wrapped object. All you should need is a wrapper with a forwarding constructor, an implicit conversion operator and dereferencing operators (to force the conversion when implicit conversion doesn't work) :
template<class T>
class immutable
{
public:
template<class ... A>
immutable(A&&... args) : member(std::forward<A>(args)...) {}
public:
operator const T &() const { return member; }
const T & operator*() const { return member; }
const T * operator->() const { return &member; }
private:
T member;
};
This will work well with compiler generated copy and move construction and assignment. The solution is not 100% transparent however. The wrapper will implicitly convert to a reference to the wrapped type, if the context allows it :
#include <string>
struct foo
{
immutable<std::string> s;
};
void test(const std::string &) {}
int main()
{
foo f;
test(f.s); // Converts implicitly
}
But it will need an extra dereference to force the conversion in contexts where implicit conversion will not work :
int main()
{
foo f;
// std::cout << f.s; // Doesn't work
std::cout << *(f.s); // Dereference instead
// f.s.size(); // Doesn't work
f.s->size(); // Dereference instead
}
There was a proposal to add overloading of the . operator, which would allow most cases to work as intended, without a dereferencing. But I'm not sure what the current state of the proposal is.
The solution is to use std::shared_ptr<const std::string>. A shared pointer to a immutable object has value semantic. Copy-on-write can be achieved using shared_ptr::unique(). See Sean Parent presentation 47:46 https://youtu.be/QGcVXgEVMJg.
If only you are willing to declare the copy and defuslt ctor as =default and define the move ctor with const_cast cheat.
MyClass::Myclass()=default;
MyClass::Myclass(Myclass const&)=default;
MyClass::Myclass(Myclass && m)
: m_string{std::move(const_cast<std::string&>(m.m_string))}{};
Related
Let Memeber be a class and let's assume I have no idea if it supports or need move semantics. For all intents and purposes let's say it isn't even specified/written yet. Which case of the SetMember functions should I implement in an Outer class, which has Member as a member?
If Member would not support move, I would do this:
class Member {
public:
Member(Member&&) = delete;
Member& operator=(Member&&) = delete;
};
class Outer {
Member m_member;
public:
void SetMember(const Member& o) { m_member = o.m_member; } // makes a copy
};
And if Member would support move, I would do this:
class Member {
public:
Member(Member&&);
Member& operator=(Member&&);
};
class Outer {
Member m_member;
public:
void SetMember(Member o) { m_member = std::move(o.m_member); } // makes a copy if needed
};
But since I do not know if it has move or not, do I need to implement both? Like this:
class Outer {
Member m_member;
public:
void SetMember(const Member& o) { m_member = o.m_member; } // makes a copy
void SetMember(Member&& o) { m_member = std::move(o.m_member); } // makes no copy
};
Or should I do this?
class Outer {
Member m_member;
public:
template <class T>
void SetMember(T&& o) { m_member = std::forward<T>(o.m_member); }
};
Why I'm not happy with these two solutions:
In the first solution I see code duplication, which is only needed because I don't know some implementation details of Member namely if it supports move or not.
The second solution leaves me with compilation errors instead of intelli sense errors whenever I try to use SetMember on a wrong type. Also I need a template just because some implementation details of Member.
What's the clean way to handle this situation?
As far as I know passing by value in setters is no longer recommended. At least in case of std::strings when setter is called multiple times, it is highly probable, that the destination variable has enough memory reserved for new value and it's cheaper to just copy the content into already allocated string then create a temporary string and move it.
So no matter if the type is moveable or not it is recommended to pass by const reference and make a copy inside of a setter. If later profiling shows that a temporary is used often as an argument and the cost of copying makes it worth optimizing, an overload for rvalue reference may be added.
See also https://stackoverflow.com/a/26286741/113662
Should abstract members of a class be pointers or references?
For a toy example, say I have the following class:
class SerializedFileProcessor {
public:
std::string Process(std::string file) const {
std::string text = deserializer.Deserialize(file);
text = processor.Process(text);
return serializer.Serialize(text);
}
private:
IDeserializer? deserializer;
IProcessor? processor;
ISerializer? serializer;
};
Where the (instances of concrete subclasses) deserializer, processor, and serializer are all passed into this class's constructor.
The SerializedFileProcessor doesn't own these and should not delete them.
Should those class members be pointers or references? Or should this pattern be done completely differently?
This is pretty much the hello-world example of dependency injection (/inversion).
There's a similar question here, with different solutions:Dependency injection in C++11 without raw pointers
Edit: I moved my original answer from here into to that question.
Original answer with SerializedFileProcessor example:
The down side of just using a pointer (smart or raw), or even an ordinary C++ reference, is that they allow calling non-const methods from a const context.
I propose a wrapper similar but not identical to std::reference_wrapper (which lacks the const safe accessor). Replace T* with unique_ptr or shared_ptr to get owning versions (also add default move construction).
template<typename T>
struct NonOwningRef{
NonOwningRef() = delete;
NonOwningRef(T& other) noexcept : ptr(std::addressof(other)) { };
NonOwningRef(const NonOwningRef& other) noexcept = default;
const T& value() const noexcept{ return *ptr; };
T& value() noexcept{ return *ptr; };
private:
T* ptr;
};
usage:
class SerializedFileProcessor {
public:
std::string Process(std::string file) const {
std::string text = deserializer.value().Deserialize(file);
text = processor.value().Process(text);
return serializer.value().Serialize(text);
}
private:
NonOwningRef<IDeserializer> deserializer;
NonOwningRef<IProcessor> processor;
NonOwningRef<ISerializer> serializer;
};
They can be either, you must only ensure that the referenced objects do not die before used (i.e. in general its lifetime should exceed the SerializedFileProcessor lifetime).
There is one disadvantage to reference members - it is then virtually impossible to create an assignment operator (so if you need one, then you need a pointer - there are techniques to actually have assignment even for classes with reference members, but they are very nasty). Also in case they are optional, then they need to be pointers (reference is not optional).
If your class doesn't own them, it should not be a reference. Use a pointer and have the owner hold a std::unique_ptr.
So, I have something along the lines of these structs:
struct Generic {}
struct Specific : Generic {}
At some point I have the the need to downcast, ie:
Specific s = (Specific) GetGenericData();
This is a problem because I get error messages stating that no user-defined cast was available.
I can change the code to be:
Specific s = (*(Specific *)&GetGenericData())
or using reinterpret_cast, it would be:
Specific s = *reinterpret_cast<Specific *>(&GetGenericData());
But, is there a way to make this cleaner? Perhaps using a macro or template?
I looked at this post C++ covariant templates, and I think it has some similarities, but not sure how to rewrite it for my case. I really don't want to define things as SmartPtr. I would rather keep things as the objects they are.
It looks like GetGenericData() from your usage returns a Generic by-value, in which case a cast to Specific will be unsafe due to object slicing.
To do what you want to do, you should make it return a pointer or reference:
Generic* GetGenericData();
Generic& GetGenericDataRef();
And then you can perform a cast:
// safe, returns nullptr if it's not actually a Specific*
auto safe = dynamic_cast<Specific*>(GetGenericData());
// for references, this will throw std::bad_cast
// if you try the wrong type
auto& safe_ref = dynamic_cast<Specific&>(GetGenericDataRef());
// unsafe, undefined behavior if it's the wrong type,
// but faster if it is
auto unsafe = static_cast<Specific*>(GetGenericData());
I assume here that your data is simple.
struct Generic {
int x=0;
int y=0;
};
struct Specific:Generic{
int z=0;
explicit Specific(Generic const&o):Generic(o){}
// boilerplate, some may not be needed, but good habit:
Specific()=default;
Specific(Specific const&)=default;
Specific(Specific &&)=default;
Specific& operator=(Specific const&)=default;
Specific& operator=(Specific &&)=default;
};
and bob is your uncle. It is somewhat important that int z hae a default initializer, so we don't have to repeat it in the from-parent ctor.
I made thr ctor explicit so it will be called only explicitly, instead of by accident.
This is a suitable solution for simple data.
So the first step is to realize you have a dynamic state problem. The nature of the state you store changes based off dynamic information.
struct GenericState { virtual ~GenericState() {} }; // data in here
struct Generic;
template<class D>
struct GenericBase {
D& self() { return *static_cast<D&>(*this); }
D const& self() const { return *static_cast<D&>(*this); }
// code to interact with GenericState here via self().pImpl
// if you have `virtual` behavior, have a non-virtual method forward to
// a `virtual` method in GenericState.
};
struct Generic:GenericBase<Generic> {
// ctors go here, creates a GenericState in the pImpl below, or whatever
~GenericState() {} // not virtual
private:
friend struct GenericBase<Generic>;
std::unique_ptr<GenericState> pImpl;
};
struct SpecificState : GenericState {
// specific stuff in here, including possible virtual method overrides
};
struct Specific : GenericBase<Specific> {
// different ctors, creates a SpecificState in a pImpl
// upcast operators:
operator Generic() && { /* move pImpl into return value */ }
operator Generic() const& { /* copy pImpl into return value */ }
private:
friend struct GenericBase<Specific>;
std::unique_ptr<SpecificState> pImpl;
};
If you want the ability to copy, implement a virtual GenericState* clone() const method in GenericState, and in SpecificState override it covariantly.
What I have done here is regularized the type (or semiregularized if we don't support move). The Specific and Generic types are unrelated, but their back end implementation details (GenericState and SpecificState) are related.
Interface duplication is avoided mostly via CRTP and GenericBase.
Downcasting now can either involve a dynamic check or not. You go through the pImpl and cast it over. If done in an rvalue context, it moves -- if in an lvalue context, it copies.
You could use shared pointers instead of unique pointers if you prefer. That would permit non-copy non-move based casting.
Ok, after some additional study, I am wondering if what is wrong with doing this:
struct Generic {}
struct Specific : Generic {
Specific( const Generic &obj ) : Generic(obj) {}
}
Correct me if I am wrong, but this works using the implicit copy constructors.
Assuming that is the case, I can avoid having to write one and does perform the casting automatically, and I can now write:
Specific s = GetGenericData();
Granted, for large objects, this is probably not a good idea, but for smaller ones, will this be a "correct" solution?
I'm using a library that defines some data type classes usually implemented as tight wrappers around a std::vector<>. The type hierarchy is several layers deep, mostly only adding elaborated constructors.
My problem: the base class defines its std::vector as private (which is fine), but only adds an accessor method as const. The derived class doesn't even have access to it. The library looks like this (shorted for clarity):
template <class T> class BaseList
{
public:
BaseList (const T data0) : data_ (1) {
data_[0] = data0; }
const T & operator[] (const size_t nr) const {
// does out off bounds check here
return data_[nr]; }
private:
std::vector<T> data_;
}
class FancyClass : public BaseList<SomeEnumType>
{
public:
FancyClass (const SomeOtherEnumType data0)
: BaseList<SomeEnumType> ( static_cast<SomeEnumType> (data))
{}
}
Now as I see it, the const definition is completely bogus. No internal method relies on the vector really being constant, neither do I in my external code.
What I like to do is simply this:
strukt MyType {
FancyClass myData;
bool otherData;
}
int main() {
MyType storage = {FancyClass(0), false};
storage.myData[0] = 5;
}
Which of course doesn't work because of the const-ness. ("assignment of read-only location")
With the responsibility completely on my side: is there some const_cast magic I could do to make this structure writable?
The only other possibility I know would be to completely replicate the type hierarchy in my code, but this would still leave me with either a lot of casts or a toFancyClass() function to call whenever I interface library code.
Any Ideas? Thanks!
(Please don't comment on the code quality of the library. If I could change that, I wouldn't be asking this question ...)
Now as I see it, the const definition is completely bogus. No internal method relies on the vector really being constant, neither do I in my external code.
The const qualifier on a method doesn't mean it relies on the vector being constant. It means that the method will not modify the state of the object. It is added so that the following code will compile.
void f(const FancyClass a)
{
cout<<a[0];
}
The above code will not above compile without the const qualifiers on the [] method.
Anyway, the following should work
SomeEnumType & r = const_cast<SomeEnumType &>(storage.myData[0]);
r = b;
where b is an enum of type SomeEnumType
However if your storage object is actually a const object, then it will lead to undefined behaviour.
The simplest would be to add non-const version of the operator[]. Otherwise, you might cause an UB by casting away the constness with using const_cast.
You can throw away the constness like this :
int main() {
MyType storage = {FancyClass(0), false};
const_cast< SomeEnumType& >( storage.myData[0] ) = 5;
}
Normally operator[] comes in pairs of a mutable and a const version.. (See: Operator overloading)
Of course there is a const_cast-based solution, but it involves undefined behaviour (you're not allowed to change a value after casting away constness!)
Ok, I know that operator. is not overloadable but I need something like that.
I have a class MyClass that indirectly embeds (has a) a std::string and need to behave exactly like a std::string but unfortunately cannot extend std::string.
Any idea how to achieve that ?
Edit: I want that the lines below to compile fine
MyClass strHello1("Hello word");
std::string strValue = strHello1;
const char* charValue = strHello1.c_str();
As per your later edit, that:
MyClass strHello1("Hello word");
std::string strValue = strHello1;
const charValue = strHello1.c_str();
should compile fine, the only solution is to write a wrapper over std::string:
class MyClass
{
private:
std::string _str;
public:
MyClass(const char*);
//... all other constructors of string
operator std::string& ();
//... all other operators of string
const char* c_str();
//... all other methods of string
friend std::string& operator + ( std::string str, Foo f);
};
//+ operator, you can add 2 strings
std::string& operator + ( std::string str, Foo f);
This however is tedious work and must be tested thoroughly. Best of luck!
You can overload the conversion operator to implicitly convert it to a std::string:
class MyClass
{
std::string m_string;
public:
operator std::string& ()
{
return m_string;
}
};
If you're not interested in polymorphic deletion of a string*, you can derived from std::string, just getting the behavior of your class behaving "as-a" std::string. No more, no less.
The "you cannot derived from classes that don't have a virtual destructor" litany (if that's the reason you say you cannot extend it) it like the "dont use goto", "dont'use do-while" "don't multiple return" "don't use this or that feature".
All good recommendation from and for people that don't know what they are doing.
std::string doesn't have a virtual destructor so don't assign new yourcalss to a std::string*. That's it.
Just make your class not having a virtual destructor itself and leave in peace.
Embedding a string and rewriting all its interface just to avoid inheritance is simply stupid.
Like it is stupid writing dozens of nested if to avoid a multiple return, just as its stupid introduce dozens of state flags to avoid a goto or a break.
There are cases where the commonly considered weird things must be used. That's why those things exist.
You can extend an interface without publically deriving from it. This prevents the case of problematic polymorphic destruction (aka no virtual destructor):
#include <iostream>
#include <string>
using namespace std;
class MyClass
: private std::string
{
public:
MyClass(const char* in)
: std::string(in)
{}
// expose any parts of the interface you need
// as publically accessible
using std::string::c_str;
using std::string::operator+=;
};
int main()
{
MyClass c("Hello World");
cout << c.c_str() << "\n";
c += "!";
cout << c.c_str() << "\n";
// Using private inheritance prevents casting, so
// it's not possible (easily, that is) to get a
// base class pointer
// MyClass* c2 = new MyClass("Doesn't work");
// this next line will give a compile error
// std::string* pstr = static_cast<MyClass*>(c2);
// delete c2;
}
Trying to sum-up all the discussions, it looks like you will never find a suitable dolution because ... your requirements are in cotraddiction.
You want you class to behave as ats::string
std::string behave as a value but
a value does not "change" when accessed but (think to c = a+b: do you expect a and b to change their value ??) ...
when accessing your "value" you want to change it.
If what I summed up collecting all the peaces (suggestion: edit your question otherwise all the answerer will risk to be lost) is correct you are in trouble with 3 & 4 (note the 3. derives from the concept of "assignment", and you can do noting to change it, while 4. comes from you directly)
Now, I can try to reverse-engineer your psychology (because you didn't provide good information about what your class represent and why you cannot "extend" a string) I can find
two possibility neither of which will fit all the above requirements.
Store a string into your class and make your class to behave as a std::string. There are threee ways to come to this point:
a. embed a string and make your class to decay to it:
essentially your class must contain
.
operator std::string&() { return my_string; } //will allow l-value assignments
operator const std::string&() const { return my_string; } //will allow r-value usage
const char* c_str() const { return my_string.c_str(); }
b. derive from std::string. In fact that's like having an anonymous my_string in it, which "decay" operations implicit. Not that different as above.
c. embed or privately derive, and rewrite the std::string interface delegating the std::string functions. It's just a long typing to get exactly the b. result. so what the f..k? (this last question is dedicated to all the ones that believe a. or b. will break encapsulation. c. will break it as well, it will only take longer!)
Don't store a string, but just get it as a result from a calculation (the "lookup" you talk about, not clarifying what it is).
In this last case, what you need is a class that decay automatically into std::string as a value.
So you need, in your class
operator std::string() const { return your_lookup_here; }
note that const is necessary, but there is no need to modify your class inner state, since the resulting string is not stored.
But this last solution has a problem with const char*: since the string is temporary, until you don't assign it, its buffer is temporary as well (will be destroyed) so decaying into const char* to assign the pointer is clueless (the pointer will point to a dead buffer).
You can have a
const char* c_str() const { return std::string(*this).c_str(); } //will call the previous one
but you can use this only into expressions or a pass-through parameter in function calls (since the temporary will exist until the evaluating expression is fully evaluated), not in an assignment towards an l-value (like const char* p; p = myclassinstace.c_str(); )
In all of the above cases (all 1.) you also need:
myclass() {}
myclass(const std::string& s) :my_string(s) { ... }
myclass(const char* s) :my_string(s) { ... }
or - in C++11, just
template<class ...Args>
myclass(Args&&... args) :my_string(std::forward<Args...>(args...)) {}
In case 2., instead of initialize the not existent my_sting, you should use the arguments to set what you will look up (we don't know what it is, since you did not tell us)
Hope in all these option you can find something useful.
You can add an operator const reference to string, as follows:
class C
{
public:
// Implicit conversion to const reference to string (not advised)
operator const std::string &() const
{
return s_;
}
// Explicit conversion to a const reference to string (much better)
const std::string &AsString() const
{
return s_;
}
private:
std::string s_;
};
As you can see from the comments, it would be much better to add an explicit conversion function if you really need this behavior. You can read about why this is bad in the Programming in C++ Rules and Recommendations article.