I'm facing maybe a non-problem with some C++ class design, mostly because I need to integrate a database into my system. I've got a base class that has some child classes. I find it redundant to have a member called type which is an enum which described the type of child it is. Example
enum FooTypes {
kFooTypeGeneric,
kFooTypeA,
kFooTypeB
};
class Foo {
public:
Foo(FooTypes type):type(type){}
FooTypes type;
};
class FooA : public Foo {
public:
FooA():Foo(kFooTypeA){}
};
class FooB : public Foo {
public:
FooB() :Foo(kFooTypeB) {}
};
The reason that I feel forced to maintain an enum is because owners of Foos want to store what they have created into a database table. If the system reboots, they should be able to look into their own table and say, "Oh yeah, I have a FooA that I need to initialize", and that can only really be done by setting a column called "FooType" to 1 in this case.
I'm just wondering if this way of giving child classes a type that is part of an enum that they then must know about is bad design. It seems redundant among other things.
You could use polymorphism and use overridden streaming functions for the derived classes.
You'd then need a factory function to create different derived object depending on what you read from the database.
Here's a small example where the database is an std::istringstream holding what has previously been saved.
#include <iostream>
#include <memory>
#include <sstream>
#include <string>
#include <unordered_map>
#include <vector>
// An abstract base class for all entities you can store in the database
struct Foo {
virtual ~Foo() = default;
virtual void serialize(std::ostream&) const = 0; // must be overridden
virtual void deserialize(std::istream&) = 0; // must be overridden
};
// streaming proxies, calling the overridden serialize/deserialize member functions
std::ostream& operator<<(std::ostream& os, const Foo& f) {
f.serialize(os);
return os;
}
std::istream& operator>>(std::istream& is, Foo& f) {
f.deserialize(is);
return is;
}
//--------------------------------------------------------------------------------------
class FooA : public Foo {
public:
void serialize(std::ostream& os) const override {
// serializing by streaming its name and its properties
os << "FooA\n" << a << ' ' << b << ' ' << c << '\n';
}
void deserialize(std::istream& is) override {
// deserializing by reading its properties
if(std::string line; std::getline(is, line)) {
std::istringstream iss(line);
if(not (iss >> a >> b >> c)) is.setstate(std::ios::failbit);
}
}
private:
int a, b, c;
};
class FooB : public Foo {
public:
void serialize(std::ostream& os) const override {
os << "FooB\n" << str << '\n';
}
void deserialize(std::istream& is) override {
std::getline(is, str);
}
private:
std::string str;
};
//--------------------------------------------------------------------------------------
// A factory function to create derived objects from a string by looking it up in a map
// and calling the mapped functor.
//--------------------------------------------------------------------------------------
std::unique_ptr<Foo> make_foo(const std::string& type) {
static const std::unordered_map<std::string, std::unique_ptr<Foo>(*)()> fm = {
{"FooA", []() -> std::unique_ptr<Foo> { return std::make_unique<FooA>(); }},
{"FooB", []() -> std::unique_ptr<Foo> { return std::make_unique<FooB>(); }},
};
if(auto it = fm.find(type); it != fm.end()) return it->second(); // call the functor
throw std::runtime_error(type + ": unknown type");
}
//--------------------------------------------------------------------------------------
// Deserialize all Foos from a stream
//--------------------------------------------------------------------------------------
std::vector<std::unique_ptr<Foo>> read_foos(std::istream& is) {
std::vector<std::unique_ptr<Foo>> entities;
std::string type;
while(std::getline(is, type)) { // type is for example "FooA" here
// Call make_foo(type), put the result in the vector and
// stream directly to the added element (C++17 or later required)
if(not (is >> *entities.emplace_back(make_foo(type)))) {
throw std::runtime_error(type + ": deserializing failure");
}
}
return entities;
}
//--------------------------------------------------------------------------------------
int main() {
std::istringstream db(
"FooA\n"
"1 2 3\n"
"FooB\n"
"Hello world\n"
);
auto entities = read_foos(db);
std::cout << "serialize what we got:\n";
for(auto& fooptr : entities) {
std::cout << *fooptr;
}
}
Output:
serialize what we got:
FooA
1 2 3
FooB
Hello world
This is fine. Generally you want to avoid the need to "know" a type in a polymorphic hierarchy ‐ if you're fine with the performance of virtual dispatch, it should be all you need in a good design.
But sometimes you do need a strong mapping (say, for passing to some external resource), and having an enum identify the actual "type" of an instance saves you having a string of dynamic_cast to do the same job.
You could have the best of both worlds, and make a virtual function that returns the right enum for the class. But then frankly you're forcing a loss of performance for nothing.
Related
I would like to now if the following is possible.
I have a templated class called A which inherits from a class called Base.
In Base I set a write() function to be rewritten for every derived class.
I am creating a vector to store the references of the Base objects to be printer latter (dataBase).
I would like to know if it is possible to retrieve the reference of the A object whose reference I passed to dataBase.
I have the following code:
#include <iostream>
#include <string>
#include <array>
#include <vector>
class Base
{
public:
Base(std::string name):name_(name){}
virtual ~Base(){}
virtual void write()=0;
const std::string& name() const
{
return name_;
}
private:
std::string name_;
};
template< typename T>
class A : public Base
{
public:
A(std::string name):Base(name),name2_(name + "test"){}
~A(){}
void write();
std::string name2_;
};
template< typename T>
void A<T>::write()
{
std::cout << name2_ << std::endl;
}
int main()
{
A<int> one("one");
A<double> two("two");
A<std::array<double,4>> three("three");
std::vector<Base*> dataBase;
dataBase.push_back(&one);
dataBase.push_back(&two);
dataBase.push_back(&three);
for(auto i : dataBase)
{
i->write();
}
A<int>& getOne = lookup("one"); // this is what I want to create
getOne.name2_ = "worked";
for(auto i : dataBase)
{
i->write();
}
return 0;
}
Best Regards
A<int>& lookup(std::vector<Base*> & dataBase, // need to provide database
const std::string & seeking)
{
// find a match
auto found = std::find_if(dataBase.begin(),
dataBase.end(),
[seeking](Base * item)
{
return item->name() == seeking;
});
if (found != dataBase.end())
{ // found it
// convert to A<int>
A<int> * temp = dynamic_cast<A<int>*>(*found);
if (temp) // dynamic_cast returns nullptr on failure.
{ // successful conversion
return *temp; // return it.
}
throw std::runtime_error("wrong type"); // What we found isn't the desired type
}
throw std::runtime_error("not found"); // Couldn't find a match
}
Note: when returning a reference, you need to return a reference to a valid object. You can't legally return a nullptr to signal failure, so instead we throw.
Usage:
A<int>& getOne = lookup(dataBase, "one");
getOne.name2_ = "worked";
If you
A<int>& getTwo = lookup(dataBase, "two");
getTwo.name2_ = "worked";
two will be found, but the type will not match and an A<int> & can't be returned. An exception will be thrown.
If you
A<int>& getFoo = lookup(dataBase, "foo");
getFoo.name2_ = "worked";
foo will not be be found and an A<int> & can't be returned. An exception will be thrown.
Note: using a dynamic_cast often means the base class interface is not sufficiently defined to make for a good base class. See the Liskov Substitution Principle for a good test to see whether nor not inheritance is a good choice to use here.
Documentation for std::find_if
Documentation for dynamic_cast
I have a superclass Element with multiple subclasses, let's call them A and B. I want to overload << and >> so I can save and load my objects.
class Element
{
public:
Element();
int superProperty;
virtual void write(iostream &out)
{
out << superProperty;
}
virtual void read(iostream &in)
{
in >> superProperty;
}
};
iostream operator<<(iostream &out, const Element &elt)
{
elt.write(out);
return(out);
}
iostream operator>>(iostream &in Element &elt)
{
elt.read(in);
return(in);
}
class A : public Element
{
public:
A();
int subProperty;
void write(iostream &out)
{
Element::write(out);
out << subProperty;
}
void read(iostream &in)
{
Element::read(in);
in >> subProperty;
}
};
class B : public Element
{
public:
B();
double subProperty;
void write(iostream &out)
{
Element::write(out);
out << subProperty;
}
void read(iostream &in)
{
Element::read(in);
in >> subProperty;
}
};
With these definitions, I can easily write out a file of my Elements, writing each one as
iostream mystream;
Element e;
...
mystream << e;
Where I'm stuck is reading them back in. I want it to look like this:
iostream mystream;
Element *pe;
...
pe = new Element(); // the problem is right here
mystream >> *pe;
But that won't work because I don't know if the element I'm about to read is an Element or an A or a B. (In my application, I never actually instantiate an Element. All objects are one of the subclasses.)
I resorted to writing out a char to indicate the class...
if (dynamic_cast<A>(e))
{
out << 'A';
out << e;
} else if (dynamic_cast<B>(e))
{
out << 'B';
out << e;
}
and then switch/casing to read like this:
char t;
Element *pe;
...
in >> t;
switch (t)
{
case 'A':
pe = new A;
break;
case 'B':
pe = new B;
break;
}
in >> *pe;
but it seems inelegant.
What is a better way to stream my disparate objects?
In essence, that’s what any serialization solution will boil down to. Elegance may be improved a bit though but using code generation may still be better (serialization frameworks do that).
The dynamic cast can definitely be avoided using a virtual function or a map (type_index to tag 1). The switch can be replaced with a map (tag to factory) as well. It is even possible (with some template magic) to use the same code to initialize both maps, like:
using Factory = void(*)();
struct SerializationInfo {
char key;
type_index type;
Factory factory;
};
template <class T>
SerializationInfo Serializable(char key) // note that SerializationInfo is not a template!
{
return {key, typeid(T), []() { return new T(); }}; // IIRC captureless lambda is convertible to a function pointer
}
Maps buildSerializationMaps(initializer_list<SerializationInfo>);
buildSerializationMaps({
Serializable<A>('A'),
Serializable<B>('B'),
});
where Serializable is a function template that wraps all the serialization information (key, type id, and factory function) in a standard interface.
I have several classes that each of them has an ID and the Id is passed to the class as a template parameter:
typedef class1<1> baseClass;
typedef class2<2> baseClass;
typedef class<100> baseClass;
Now I need a map so if I can associate 1 with Class1 and 2 with Class2 and so on.
How can I create such vector? I am working on a header only library, so it should be a header only definition.
I am looking something that do the same thing that this code would do (if someone can compile it!):
std::map<int,Type> getMap()
{
std::map<int,Type> output;
output.add(1,class1);
output.add(2,class2);
output.add(100,class100);
}
The idea is that when I get as input 1, I create a class1 and when I receive 2, I create class2.
Any suggestion is very appreciated.
using this data, then I can write a function like this:
void consume(class1 c)
{
// do something interesting with c
}
void consume(class2 c)
{
// do something interesting with c
}
void consume(class3 c)
{
// do something interesting with c
}
void consume(int id,void * buffer)
{
auto map=getMap();
auto data= new map[id](buffer); // assuming that this line create a class based on map, so the map provide the type that it should be created and then this line create that class and pass buffer to it.
consume(data);
}
As a sketch:
class BaseClass { virtual ~BaseClass() = default; };
template<std::size_t I>
class SubClass : public BaseClass {};
namespace detail {
template<std::size_t I>
std::unique_ptr<BaseClass> makeSubClass() { return { new SubClass<I> }; }
template<std::size_t... Is>
std::vector<std::unique_ptr<BaseClass>(*)> makeFactory(std::index_sequence<Is...>)
{ return { makeSubclass<Is>... }; }
}
std::vector<std::unique_ptr<BaseClass>(*)> factory = detail::makeFactory(std::make_index_sequence<100>{});
We populate the vector by expanding a parameter pack, so we don't have to write out all 100 instantiations by hand. This gives you Subclass<0> at factory[0], Subclass<1> at factory[1], etc. up to Subclass<99> at factory[99].
If I understand correctly you want a map to create different types according to a given number.
If that is so, then the code should look something like this:
class Base
{
};
template <int number>
class Type : public Base
{
public:
Type()
{
std::cout << "type is " << number << std::endl;
}
};
using Type1 = Type<1>;
using Type2 = Type<2>;
using Type3 = Type<3>;
using CreateFunction = std::function<Base*()>;
std::map<int, CreateFunction> creators;
int main()
{
creators[1] = []() -> Base* { return new Type1(); };
creators[2] = []() -> Base* { return new Type2(); };
creators[3] = []() -> Base* { return new Type3(); };
std::vector<Base*> vector;
vector.push_back(creators[1]());
vector.push_back(creators[2]());
vector.push_back(creators[3]());
}
output:
type is 1
type is 2
type is 3
If you need only to create object, it would be enough to implement template creator function like:
template<int ID>
Base<ID> Create()
{
return Base<ID>();
}
And then use it:
auto obj1 = Create<1>();
auto obj2 = Create<2>();
// etc
Working example: https://ideone.com/urh7h6
Due to C++ being a statically-typed language, you may choose to either have arbitrary types that do a fixed set of things or have a fixed set of types do arbitrary things, but not both.
Such limitations is embodied by std::function and std::variant. std::function can have arbitrary types call operator() with a fixed signature, and std::variant can have arbitrary functions visit the fixed set of types.
Since you already said the types may be arbitrary, you may only have a fixed set of things you can do with such a type (e.g. consume). The simplest way is to delegate the hard work to std::function
struct Type
{
template<typename T>
Type(T&& t)
: f{[t = std::forward<T>(t)]() mutable { consume(t); }} {}
std::function<void()> f;
};
void consume(Type& t)
{
t.f();
}
What you are looking for is either the Stategy pattern:
#include <iostream>
#include <memory>
#include <string>
#include <vector>
class A {
public:
A() {}
virtual void doIt() {};
};
class Aa : public A {
public:
Aa() {}
virtual void doIt() {
std::cout << "do it the Aa way" << std::endl;
}
};
class Ab : public A {
public:
Ab() {}
virtual void doIt() {
std::cout << "do it the Ab way" << std::endl;
}
};
class Concrete {
public:
Concrete(std::string const& type) {
if (type == ("Aa")) {
_a.reset(new Aa());
} else if (type == "Ab") {
_a.reset(new Ab());
}
}
void doIt () const {
_a->doIt();
}
private:
std::unique_ptr<A> _a;
};
int main() {
std::vector<Concrete> vc;
vc.push_back(Concrete("Aa"));
vc.push_back(Concrete("Ab"));
for (auto const& i : vc) {
i.doIt();
}
return 0;
}
Will output:
do it the Aa way
do it the Ab way
I want to write a class that can monitor a bunch of different values for easy debugging. Imagine setting "watches" in a visual debugger. I'm picturing something like this:
struct Foo {
int x = 0;
std::string s = "bar";
};
int main() {
Foo f;
ValueMonitor::watch("number", &f.x);
ValueMonitor::watch("string", &f.s);
for (int i = 0; i < 10; ++i) {
++f.x;
if (i > 5) {
f.s = "new string";
}
// print the current value of the variable with the given key
// these should change as the loop goes on
ValueMonitor::print("number");
ValueMonitor::print("string");
// or
ValueMonitor::printAll();
// obviously this would be unnecessary in this example since I
// have easy access to f, but imagine monitoring different
// values from all over a much larger code base
}
}
Then these could be easily monitored somewhere in the application's GUI or whatever.
However, I don't know how to handle the different types that would be stored in this class. Ideally, I should be able to store anything that has a string representation. I have a few ideas but none of them really seem right:
Store pointers to a superclass that defines a toString function or operator<<, like Java's Object. But this would require me to make wrappers for any primitives I want to monitor.
Something like boost::any or boost::spirit::hold_any. I think any needs to be type casted before I can print it... I guess I could try/catch casting to a bunch of different types, but that would be slow. hold_any requires defined stream operators, which would be perfect... but I can't get it to work with pointers.
Anyone have any ideas?
I found a solution somewhere else. I was pretty blown away, so might as well post it here for future reference. It looks something like this:
class Stringable
{
public:
virtual ~Stringable() {};
virtual std::string str() const = 0;
using Ptr = std::shared_ptr<Stringable>;
};
template <typename T>
class StringableRef : public Stringable
{
private:
T* _ptr;
public:
StringableRef(T& ref)
: _ptr(&ref) {}
virtual ~StringableRef() {}
virtual std::string str() const
{
std::ostringstream ss;
ss << *_ptr;
return ss.str();
}
};
class ValueMonitor
{
private:
static std::map<std::string, Stringable::Ptr> _values;
public:
ValueMonitor() {}
~ValueMonitor() {}
template <typename T>
static void watch(const std::string& label, T& ref)
{
_values[label] = std::make_shared<StringableRef<T>>(ref);
}
static void printAll()
{
for (const auto& valueItr : _values)
{
const String& name = valueItr.first;
const std::shared_ptr<Stringable>& value = valueItr.second;
std::cout << name << ": " << value->str() << std::endl;
}
}
static void clear()
{
_values.clear();
}
};
std::map<std::string, Stringable::Ptr> ValueMonitor::_values;
.
int main()
{
int i = 5;
std::string s = "test"
ValueMonitor::watch("number", i);
ValueMonitor::watch("string", s);
ValueMonitor::printAll();
i = 10;
s = "new string";
ValueMonitor::printAll();
return 0;
}
I have a simple GUI program that uses a custom stringstream to redirect output from the console to a text field in the GUI (under some circumstances). currently. the window redraws any time I hit enter, but it's possible that output could be generated at other times. Is there a way to register a function with the stringstream that gets executed every time the << operator is used on the stream?
NOTE
I should have pointed out that I cannot use C++11 in my solution. the machines on which this will be compiled and run will not have c++11 available.
Personally, I wouldn't use an std::ostringstream (or even an std::stringstream) for this at all! Instead, I would create my own stream buffer taking care of sending the data to the GUI. That is, I'd overwrite std::streambuf::overflow() and std::streambuf::sync() to send the current data to the GUI. To also make sure that any output is sent immediately, I'd set up an std::ostream to have std::ios_base::unitbuf set. Actually, sending the changes to a function is quite simple, i.e., I'll implement this:
#include <streambuf>
#include <ostream>
#include <functional>
#include <string>
#include <memory>
#include <iostream> // only for testing...
#if HAS_FUNCTION
typedef std::function<void(std::string)> function_type;
#else
class function_type
{
private:
struct base {
virtual ~base() {}
virtual base* clone() const = 0;
virtual void call(std::string const&) = 0;
};
template <typename Function>
struct concrete
: base {
Function d_function;
concrete(Function function)
: d_function(function) {
}
base* clone() const { return new concrete<Function>(this->d_function); }
void call(std::string const& value) { this->d_function(value); }
};
std::auto_ptr<base> d_function;
public:
template <typename Function>
function_type(Function function)
: d_function(new concrete<Function>(function)) {
}
function_type(function_type const& other)
: d_function(other.d_function->clone()) {
}
function_type& operator= (function_type other) {
this->swap(other);
return *this;
}
~function_type() {}
void swap(function_type& other) {
std::swap(this->d_function, other.d_function);
}
void operator()(std::string const& value) {
this->d_function->call(value);
}
};
#endif
class functionbuf
: public std::streambuf {
private:
typedef std::streambuf::traits_type traits_type;
function_type d_function;
char d_buffer[1024];
int overflow(int c) {
if (!traits_type::eq_int_type(c, traits_type::eof())) {
*this->pptr() = traits_type::to_char_type(c);
this->pbump(1);
}
return this->sync()? traits_type::not_eof(c): traits_type::eof();
}
int sync() {
if (this->pbase() != this->pptr()) {
this->d_function(std::string(this->pbase(), this->pptr()));
this->setp(this->pbase(), this->epptr());
}
return 0;
}
public:
functionbuf(function_type const& function)
: d_function(function) {
this->setp(this->d_buffer, this->d_buffer + sizeof(this->d_buffer) - 1);
}
};
class ofunctionstream
: private virtual functionbuf
, public std::ostream {
public:
ofunctionstream(function_type const& function)
: functionbuf(function)
, std::ostream(static_cast<std::streambuf*>(this)) {
this->flags(std::ios_base::unitbuf);
}
};
void some_function(std::string const& value) {
std::cout << "some_function(" << value << ")\n";
}
int main() {
ofunctionstream out(&some_function);
out << "hello" << ',' << " world: " << 42 << "\n";
out << std::nounitbuf << "not" << " as " << "many" << " calls\n" << std::flush;
}
A fair chunk of the above code is actually unrelated to the task at hand: it implements a primitive version of std::function<void(std::string)> in case C++2011 can't be used.
If you don't want quite as many calls, you can turn off std::ios_base::unitbuf and only sent the data upon flushing the stream, e.g. using std::flush (yes, I know about std::endl but it unfortunately is typically misused to I strongly recommend to get rid of it and use std::flush where a flush is really meant).
In order to do this you should create your own streambuf class. streambuf classes represent IO devices and each one takes care of the various issues specific to that kind of device. The standard defines a streambuf for files and another for strings. Network access would use another, and output to a GUI should also be represented as another kind of device if you're going to use streams at all.
Writing an appropriate streambuf class isn't trivial and seems to be kind obscure, but there are resources out there. The C++ Standard Library - A Tutorial and Reference has a small section on this. Standard C++ IOStreams and Locales: Advanced Programmer's Guide and Reference provides in-depth information. A search for subclassing basic_streambuf will also turn up some free resources online.
If you haven't already, can you derive a subclass from stringstream and overload its stream insertion operator to generate events?
Pseudocode:
class AlertingStream : public stringstream
{
ostream& operator << (type)
{
for (each listener in listeners)
{
listener.notify();
}
perform insertion;
return *this;
}
}