Calling a method inside a method of a different class C++ - c++

In my code, I have two classes. The first class has a private variable x. I'm trying to change its value by calling a method defined in a second class - setClass1X(). This method takes two parameters, the value that I want to set x to and an object of type class1. This method should call another method setX() of an object given as a parameter and pass it the value that i want to set x to. Then that method setX(), defined in the first class should set the value of x for that particular object. At the end program calls a function getX() from the first class and prints its return value. I always get 0 as an output because that is what constructor sets the value of x to, meaning that this approach does not work. Can you spot a mistake or tell my why this approach does not work. Thanks!
#include<iostream>
using namespace std;
class class1
{
private:
int x;
public:
class1()
{
x=0;
}
int getX()
{
return x;
}
void setX(int a)
{
x=a;
}
};
class class2
{
public:
void setClass1X(int n, class1 c)
{
c.setX(n);
}
};
int main()
{
class1 c1;
class2 c2;
c2.setClass1X(5, c1);
cout << c1.getX();
return 0;
}

As #MikeCAT has already pointed out a copy of class1 being pass and the changes made to the copy doesnt reflect into the original instance. So the solution is to pass the instance by reference.
However classes should be dependned on each other at the class level rather than at method level to mark clear dependnecy; unless you there is specific reason for not doing this.
class class2
{
private:
class1& c1;
public:
class2(class1& c)
: c1(c)
{
}
void setClass1X(int n)
{
c1.setX(n);
}
};
int main()
{
class1 c1;
class2 c2(c1);
c2.setClass1X(5);
cout << c1.getX();
return 0;
}

In Your setClass1X function, a copy of an object is passed to c1, so modification to that won't affect caller.
To have your functions modify what is passed, you should use references.
void setClass1X(int n, class1& c) // add "&"
{
c.setX(n);
}

Related

Access the protected variable from a nested class to the enclosing class

class A
{
public:
class B
{
public:
int changevar (int b)
{
a = b; // 5 should go in "a"
}
int get()
{
return a;
}
protected:
int a = 0; // value initialized here
};
private:
int usechangedvar(B& hello);
};
int A::usechangedvar(B& hello)
{
int final = hello.get(); // 5 should go in "final"
return final;
}
int main()
{
A::B hi;
hi.changevar(5);
A obj;
obj.usechangedvar(hi);
}
This code will not compile because it will say that I am trying to access the private method.
Regardless, I am not sure what is the correct way of doing this but finally what I want is:
Under class B there is a protected variable whose value is changed by the public method called "changevar". Once the value is changed, I need to store that value in the variable "final" inside the private method called "usechangedvar".
Note: I do not want to change the variable "a" from protected to something else.
Edit: I am open to suggestions where class B is not a nested class. I can keep it outside meaning A and B are not within one another
EDITED:
#include <stdio.h>
#include <iostream>
#include <stdint.h>
class A
{
public:
class B
{
public:
int changevar (int b) ------------- This method is called by application code(user) and whatever value user gives here should be the changed value
{
a = b; // 5 should go in "a"
}
// int get()
// {
// return a;
// }
protected:
int a = 0; // value initialized here. This could be anything private/protected
};
class C : public class B
{
};
private:
int usechangedvar();
};
int A::usechangedvar()
{
// 5 should come here which was inputted by user.
}
int main()
{
//1) I instantiate class C by doing
A::C objC;
objC.changevar(5);
// Whole purpose is to take 5 from user and then use it eventually in "usechangedvar" method.
}
Here is your problem reproduced with unrelated details eliminated:
class A
{
private:
int usechangedvar(int hello) { return hello; }
};
int main()
{
A obj;
obj.usechangedvar(5); //compile error, usechangedvar is private
}
Problem in your code is completely unrelated to class B as you can see here - you cannot call A::usechangedvar() from main() as it is private method of class A.
If you just need to check if your method usechangedvar() works you may add public method to A for example test(), call usechangedvar() from it and probably print the result. Then you can call obj.test() from main() and see if it works. You may want to remove that method test() if necessary after test is done.

c++ access main objects from other file

I wonder how it is possible to access an object that was created in the main function from another class.
main.cpp
#include"ClassA.h";
#include"ClassB.h";
int main()
{
ClassA objectA;
return 0;
}
ClassA.h
#pragma once
class ClassA
{
public:
ClassA():_privateVar(100)
{};
~ClassA()
{};
//Getters
float getPrivateVarA(){ return _privateVarA; };
//Setters
void setPrivateVarA(float privateVarA){ _privateVarA = privateVarA; };
private:
//Just a value
float _privateVarA;
};
ClassB.h
#pragma once
class ClassB
{
public:
ClassB():_privateVarB(50)
{ };
~ClassB()
{ };
//This is what i´m trying to achieve: Acces objectA
// like this: objectA.getPrivateVarA(); or objectA.setPrivateVarA;
int getPrivateVarB(){return _privateVarB;};
private:
int _privateVarB;
};
I've been all week searching for an answer to this and found nothing...
If anyone knows of some books or have any information on how I can get there would be grateful.
Thank you.
You placed your question in the middle of the ClassB declaration. You can't execute code there. Whatever you do must be done from within a function.
A function in ClassB can be defined so that it accepts a reference or pointer to a ClassA. Then that reference can be used to call getPrivateVarA().
In other words, if class B needs to access a class A then it is up to your code to initialize B with the required reference. This can be done when creating the B object, or when calling a method of the B object.
objectA has function-local scope within main(). By definition, objects can be directly accessed only within their visible scope. That's what C++ is all about.
Of course, if you pass a reference or a pointer to this object, to some other function, that other function can access the instantiated object indirectly, via the pointer or the reference.
I can't say with 100% certainty that you can't, but you definitely should not be doing that. If you want to use an object created in a different scope then you need to pass it into the scope you want to access it from either by value, reference or via a pointer.
First Class A:
class A {
public:
ClassA() : _privateVar(100) {}
~ClassA() {}
float getPrivateVarA() { return _privateVar; }
void setPrivateVarA(float val) { _privateVar = val; }
private:
float _privateVar;
};
First Class B:
class B {
public:
ClassB() : _privateVar(50) {}
~ClassB() {}
// by copy
float getPrivateVarB_byCopy(ClassA a) {
return _privateVar + a.getPrivateVarA();
}
// by reference
float getPrivateVarB_byRef(ClassA &a) {
return _privateVar + a.getPrivateVarA();
}
// by pointer
float getPrivateVarB_byPointer(ClassA *a) {
return _privateVar + a->getPrivateVarA();
}
float setPrivateVarB(float val) { _privateVar = val; }
private:
float _privateVar;
};
Now for main.
int main(void) {
ClassB b;
ClassA a; // for copy and ref
ClassA *a2 = new ClassA(); // for pointer
b.getPrivateVarB_byCopy(a); // => 150
b.getPrivateVarB_byRef(a); // => 150
b.getPrivateVarB_byPointer(a2); // => 150
delete a2; // clean up pointer
return 0;
}
Although your example this type of access is really not a good idea, not sure why you'd want to go about doing things this way.

how to set internals of a class

Hi I am pretty new to C++ and im converting C code to C++. I started by converting all the structs to classes, and added accessors and mutators for the internals, but some structs have other structs inside them. I want to know the best method for setting the internals of a class within a class, such as
struct1.struct2.struct3.i = 5;
where i is an int. Should I be passing as reference using accessors? but seeing as accessors tend to be const would this be something I should do?
something like
class1.get_class2().get_class3().set_i(5) or something if it can be done in this kind of format.
This is probably a dumb question but i have no idea how to do it, Thank You
class1.get_class2().get_class3().set_i(5)
is possible if get_class2() is non-const and returns a non-const pointer reference.
However, this approach completely breaks the encapsulation. The users of class1 should not (and must not) know that class1 uses class2 inside and that in turn uses class3 inside.
If a setter-API is absolutely necessary, then a better approach is do it hierarchically. For example
// User
class1.set_i( 5 );
// class1
class1::set_i( int x ) { class2_obj.set_i( x ); }
// class2
class2::set_i( int x ) { class3_obj.set_i( x ); }
// class3
class3::set_i( int x ) { i_ = x; }
I am not so sure about that ... did you put a class inside a class or an object inside a class ?
something like :
class OBJ1
{
//methods , and other stuff
}
class OBJ2
{
public OBJ1 *O ;
}
is valid , so you can acces a method like :
OBJ2 *N2 ;
N2->O->some_method();
however , something like
class OBJ2
{
class OBJ1;
}
is not valid :P
again... not sure if this is exactly what you asked ...
If you really have a good reason to access your member object via getters and setters, you can do the following:
class A {
public:
void f() const {}
};
class B {
public:
const A &get_a() const {
// the returned reference will be read-only, i.e. only non-const member
// functions can be called, and public members can not be written.
// it needs to be stored in a const A & object.
return a;
}
A &get_writable_a() {
return a;
}
void set_a(A &a) {
//make sure that the assignment operator of A will take care of all the
//dirty internals, such as internal buffers that need to be deleted.
this->a = a;
}
private:
//the member
A a;
};
int main() {
B b;
b.get_a().f();
}
If you don't have a good reason to do so, I'd recommend to simply make it a public member, and access it directy:
class A {
public:
void f() const {}
};
class B {
public:
A a;
};
int main() {
B b;
b.a.f();
}
Isn't that simply much more elegant?
Note that you can use friend to specify other functions or classes that are allowed to directly access your private members.
As was also pointed out in an other answer, in most cases it is a bad idea to make a member object visible to the outside at all.

polymorphism and encapsulation of classes

I'm trying to take advantage of the polymorphism in c++, but I'm from a c world, and I think what I've done could be done more cleverly in a OOP way.
I have 2 classes that has exactly the same public attributes, and I want to "hide" that there exists 2 different implementations. Such that I can have a single class where I can use the member functions as If i were accessing the specific class.
An very simple implementation of what I'm trying to accomplish is below:
#include <iostream>
class subber{
private:
int id;
public:
int doStuff(int a,int b) {return a-b;};
};
class adder{
private:
int id;
public:
int doStuff(int a, int b) {return a+b;};
};
class wrapper{
private:
int type_m;
adder cls1;
subber cls2;
public:
wrapper(int type) {type_m=type;};//constructor
int doStuff(int a, int b) {if(type_m==0) return cls1.doStuff(a,b); else return cls2.doStuff(a,b);};
};
int main(){
wrapper class1(0);
std::cout <<class1.doStuff(1,3) <<std::endl;
wrapper class2(1);
std::cout <<class2.doStuff(1,3) <<std::endl;
return 0;
}
I have 2 classes called "subber" and "adder" which both have a member function called doStuff, which will either subtract of add 2 numbers.
This I wrap up in a class "wrapper", which has both "adder" and "subber" as private variables, and a doStuff public member function. And given which value I instantiate my "wrapper" class with, my "wrapper" class will simply relay the "doStuff" to the correct class.
This code does of cause work, but I would like to avoid instatiating both "subber" and "adder" in my wrapper class, since I will only need of them in each of my "wrapper" classes.
Thanks
There are many ways to do it. Through a Factory for example.
But to keep it simple - make a base abstract class that defines the interface, and derive your classes from it to implement the functionality. Then you only need to make the distinction once, when you create the class, after that you don't care, you just call the interface functions.
your code would look something like that.
class DoStuffer
{
public:
virtual int doStuff(int, int)=0;
virtual ~DoStuffer(){}; // Because Tony insists:-) See the comments
}
class subber: public DoStuffer{
public:
virtual int doStuff(int a,int b) {return a-b;};
};
class adder: public DoStuffer{
public:
virtual int doStuff(int a, int b) {return a+b;};
};
int main(){
DoStuffer *class1 = new adder();
DoStuffer *class2 = new subber();
std::cout <<class1->doStuff(1,3) <<std::endl;
std::cout <<class2->doStuff(1,3) <<std::endl;
delete class1; // don't forget these:-)
delete class2;
return 0;
}
This is one of the more idiomatic ways to use the C++ class system to accomplish what you want. Both adder and subber publicly inherit from wrapper, which is now an abstract base class. The doStuff method is now a (pure) virtual function. And instead of being a simple instance of wrapper, the "encapsulated" object is now a reference to a wrapper.
#include <iostream>
class wrapper {
public:
virtual int doStuff(int a, int b) = 0;
};
class subber : public wrapper {
public:
virtual int doStuff(int a,int b) {return a - b;}
};
class adder : public wrapper {
public:
virtual int doStuff(int a, int b) {return a + b;}
};
int main(){
// actual objects
adder impl1;
subber impl2;
// in real code, the wrapper references would probably be function arguments
wrapper& class1 = impl1;
std::cout << class1.doStuff(1,3) << std::endl;
wrapper& class2 = impl2;
std::cout << class2.doStuff(1,3) << std::endl;
return 0;
}
(Not using any factory pattern in this example, since it's not obvious that it's needed or what the question is about.)
Exactly what was last said.
Make a base class, and have a virtual function |doStuff| in it.
Then you can derive any number of classes out from it, all have to implement the above virtual function, in whatever way they want to.
Then you can just do the following
BaseClass *object1 = new DerivedClass1();
BaseClass *object2 = new DerivedClass2();
..
You can even do
object1 = object2;
And then they point to the same object (i.e. an object of type |DerivedClass2|)
But remember, when you do objectn->doStuff(), the function that will be executed will be what the pointer points to at run-time, and not at compile time.
i.e. if I do object1->doStuff() DerivedClass2's doStuff will be called because we already did `object1 = object2;
You may want to Google and read about
Polymorphism/ Run-time Polymorphism
Virtual Functions in C++
You can read Factory Method, which is something that is known as a Design Pattern, but later in life.
Thanks
The classic run-time polymorphic approach is:
struct Operation
{
virtual ~Operation() { } // guideline: if there are any virtual functions,
// provide virtual destructor
virtual int doStuff(int, int) const;
};
struct Subber : Operation
{
int doStuff(int a, int b) const { return a - b; }
};
struct Adder : Operation
{
int doStuff(int a, int b) const { return a + b; }
};
enum Operations { Add, Subtract };
struct Operation* op_factory(Operations op)
{
if (op == Add) return new Adder;
if (op == Subtract) return new Subber;
throw std::runtime_error("unsupported op");
}
int main()
{
Operation* p1 = op_factory(Add);
std::cout << p1->doStuff(1,3) <<std::endl;
Operation* p2 = op_factory(Subtract);
std::cout << p2->doStuff(1,3) <<std::endl;
delete p1;
delete p2;
}
From the Standard 5.3.5/5 "In the first alternative (delete object), if the static type of the operand is different from its dynamic type, the static type shall be a base class of the operand's dynamic type and the static type shall have a virtual destructor or the behavior is undefined.", which is why you must use the virtual keyword on the base class destructor.
It's noteworthy that in your example the type of operation to perform was communicated to the wrapper class using a function argument of 0 or 1... this is what suggests you want run-time polymorphism. For example, if the 0 or 1 value was based on a command line argument, file content, keyboard input etc., then the factory method above can pass a corresponding Add or Subtract value and receive an appropriately-behaving object derived from Operation. This concept of creating an instance of a run-time polymorphic type based on run-time values is known as a factory.
If you really only need compile-time polymorphism, you can do some interesting things with templates such as:
template <class Operation>
void output(int a, int b)
{
std::cout << Operation::doStuff(a, b) << std::endl;
std::cout << Operation::doStuff(a * 10, b * 10) << std::endl;
std::cout << Operation::doStuff(a * 100, b * 100) << std::endl;
}
int main()
{
output<adder>(1, 3);
output<subber>(1, 3);
}
FWIW, your approach is probably slightly faster than the virtual function approach (as it can potentially do more inlining), but not as clean, extensible, maintainable or scalable.
I think what you're looking for is virtual functions. If you declare a function virtual in your base class, you can do things like make a vector containing multiple objects derived from your base class, but when you call on a particular object it will execute it's own method.

The use case of 'this' pointer in C++

I understand the meaning of 'this', but I can't see the use case of it.
For the following example, I should teach the compiler if the parameter is the same as member variable, and I need this pointer.
#include <iostream>
using namespace std;
class AAA {
int x;
public:
int hello(int x) { this->x = x;}
int hello2(int y) {x = y;} // same as this->x = y
int getx() {return x;}
};
int main()
{
AAA a;
a.hello(10); // x <- 10
cout << a.getx();
a.hello2(20); // x <- 20
cout << a.getx();
}
What would be the use case for 'this' pointer other than this (contrived) example?
Added
Thanks for all the answers. Even though I make orangeoctopus' answer as accepted one, it's just because he got the most vote. I must say that all the answers are pretty useful, and give me better understanding.
Sometimes you want to return yourself from an operator, such as operator=
MyClass& operator=(const MyClass &rhs) {
// assign rhs into myself
return *this;
}
The 'this' pointer is useful if a method of the class needs to pass the instance (this) to another function.
It's useful if you need to pass a pointer to the current object to another function, or return it. The latter is used to allow stringing functions together:
Obj* Obj::addProperty(std::string str) {
// do stuff
return this;
}
obj->addProperty("foo")->addProperty("bar")->addProperty("baz");
In C++ it is not used very often. However, a very common use is for example in Qt, where you create a widget which has the current object as parent. For example, a window creates a button as its child:
QButton *button = new QButton(this);
When passing a reference to an object within one of its methods. For instance:
struct Event
{
EventProducer* source;
};
class SomeContrivedClass : public EventProducer
{
public:
void CreateEvent()
{
Event event;
event.source = this;
EventManager.ProcessEvent(event);
}
};
Besides obtaining a pointer to your own object to pass (or return) to other functions, and resolving that an identifier is a member even if it is hidden by a local variable, there is an really contrived usage to this in template programming. That use is converting a non-dependent name into a dependent name. Templates are verified in two passes, first before actual type substitution and then again after the type substitution.
If you declare a template class that derives from one of its type parameters you need to qualify access to the base class members so that the compiler bypasses the verification in the first pass and leaves the check for the second pass:
template <typename T>
struct test : T {
void f() {
// print(); // 1st pass Error, print is undefined
this->print(); // 1st pass Ok, print is dependent on T
}
};
struct printer {
void print() { std::cout << "print"; }
};
struct painter {
void paint() { std::cout << "paint"; }
};
int main() {
test<printer> t; // Instantiation, 2nd pass verifies that test<printer>::print is callable
t.f();
//test<painter> ouch; // 2nd pass error, test<painter>::print does not exist
}
The important bit is that since test inherits from T all references to this are dependent on the template argument T and as such the compiler assumes that it is correct and leaves the actual verification to the second stage. There are other solutions, like actually qualifying with the type that implements the method, as in:
template <typename T>
struct test2 : T {
void f() {
T::print(); // 1st pass Ok, print is dependent on T
}
};
But this can have the unwanted side effect that the compiler will statically dispatch the call to printer::print regardless of whether printer is a virtual method or not. So with printer::print being declared virtual, if a class derives from test<print> and implements print then that final overrider will be called, while if the same class derived from test2<print> the code would call printer::print.
// assumes printer::print is virtual
struct most_derived1 : test<printer> {
void print() { std::cout << "most derived"; }
};
struct most_derived2 : test2<printer> {
void print() { std::cout << "most derived"; }
};
int main() {
most_derived1 d1;
d1.f(); // "most derived"
most_derived2 d2;
d2.f(); // "print"
}
You can delete a dynamically created object by calling delete this from one of its member functions.
The this pointer is the pointer to the object itself. Consider for example the following method:
class AAA {
int x;
public:
int hello(int x) { some_method(this, x);}
};
void somefunc(AAA* a_p)
{
......
}
class AAA {
int x;
public:
int hello(int x) { this->x = x;}
int hello2(int y) {x = y;} // same as this.x = y
int getx() {return x;}
void DoSomething() { somefunc(this); }
};
this is implicit whenever you use a member function or variable without specifying it. Other than that, there are many, many situations in which you'll want to pass the current object to another function, or as a return value.
So, yeah, it's quite useful.
Sometimes you need to refer to "this" object itself, and sometimes you may need to disambiguate in cases where a local variable or a function parameter shadows a class member:
class Foo {
int i;
Foo* f() {
return this; // return the 'this' pointer
}
void g(){
j(this); // pass the 'this' pointer to some function j
}
void h(int i) {
this->i = i; // need to distinguish between class member 'i' and function parameter 'i'
}
};
The two first cases (f() and g() are the most meaningful cases. The third one could be avoided just by renaming the class member variable, but there's no way around using this in the first two cases.
Another possible use case of this:
#include <iostream>
using namespace std;
class A
{
public:
void foo()
{
cout << "foo() of A\n";
}
};
class B : A
{
public:
void foo()
{
((A *)this)->foo(); // Same as A::foo();
cout << "foo() of B\n";
}
};
int main()
{
B b;
b.foo();
return 0;
}
g++ this.cpp -o this
./this
foo() of A
foo() of B
One more use of this is to prevent crashes if a method is called on a method is called on a NULL pointer (similar to the NULL object pattern):
class Foo
{
public:
void Fn()
{
if (!this)
return;
...
}
};
...
void UseFoo(Foo* something)
{
something->Fn(); // will not crash if Foo == NULL
}
If this is useful or not depends on the context, but I've seen it occasionally and used it myself, too.
self-assignment protection