C++: Smart Pointers & Fluent Design Pattern with References - c++

I'm trying to learn C++ after being spoiled with high-level languages for all of my life.
I would like to use the fluent design pattern with a class, but I'm worried that I'm making a mistake somewhere and sacrificing performance.
Say that I have a class Builder, and it has some member properties and methods. All of it's methods look something like so:
Builder &doSomething(SomeTypeThatCouldBeAClassOrAPrimitive &thing)
{
// do stuff, such as
// modify a class member
memberThing = "something";
return *thing;
}
And say that I'm using it like so:
unique_ptr<Builder> builder(new Builder());
builder->doSomething(someVal)
.doAnotherThing(someOtherVal)
.doAFinalThing(someOtherOtherVal);
Just from the code provided, am I doing something wrong, or could something be done more efficiently?
Please let me know if I need to provide more information.

There's nothing wrong here, but there also isn't any need to allocate the Builder object on the heap. Consider instead:
Builder builder;
builder.doSomething(someVal)
.doAnotherThing(someOtherVal)
.doAFinalThing(someOtherOtherVal);
You could even use a temporary Builder and remove the variable entirely:
Builder{}.doSomething(someVal)
.doAnotherThing(someOtherVal)
.doAFinalThing(someOtherOtherVal);

Related

C++ 'object'? alike the .NET's and Java's object

In C# you can write the below and if the type is correct it just works. Is there something like that which exist in C++?
object o = anything;
...
var anything2=(Anything)o;
Maybe boost::any is what you are looking for? It is not quite the same but might be applicable for your particular scenario
Avoid using object use interface or templates instead. Which is the reason you need something like that?? In case if you need to store a group of objects in the same list (for example) or something like that then all of your objects probably has something common. So all of them should implement an interface and your list will be like ( std::list< IMyObject* > ).
If you want a type that is a pointer to anything, then that would be void*.
The difference is that in C#, you can safely convert (almost) anything into a reference. In C++, it's not that simple and if you have something that's not a pointer, you can't just convert it to void* and expect it to work.
But, I try to avoid using object in C# whenever possible. And the same applies to void* in C++. Try to use the type system, not work around it.

I need some C++ guru's opinions on extending std::string

I've always wanted a bit more functionality in STL's string. Since subclassing STL types is a no no, mostly I've seen the recommended method of extension of these classes is just to write functions (not member functions) that take the type as the first argument.
I've never been thrilled with this solution. For one, it's not necessarily obvious where all such methods are in the code, for another, I just don't like the syntax. I want to use . when I call methods!
A while ago I came up with the following:
class StringBox
{
public:
StringBox( std::string& storage ) :
_storage( storage )
{
}
// Methods I wish std::string had...
void Format();
void Split();
double ToDouble();
void Join(); // etc...
private:
StringBox();
std::string& _storage;
};
Note that StringBox requires a reference to a std::string for construction... This puts some interesting limits on it's use (and I hope, means it doesn't contribute to the string class proliferation problem)... In my own code, I'm almost always just declaring it on the stack in a method, just to modify a std::string.
A use example might look like this:
string OperateOnString( float num, string a, string b )
{
string nameS;
StringBox name( nameS );
name.Format( "%f-%s-%s", num, a.c_str(), b.c_str() );
return nameS;
}
My question is: What do the C++ guru's of the StackOverflow community think of this method of STL extension?
I've never been thrilled with this solution. For one, it's not necessarily obvious where all such methods are in the code, for another, I just don't like the syntax. I want to use . when I call methods!
And I want to use $!---& when I call methods! Deal with it. If you're going to write C++ code, stick to C++ conventions. And a very important C++ convention is to prefer non-member functions when possible.
There is a reason C++ gurus recommend this:
It improves encapsulation, extensibility and reuse. (std::sort can work with all iterator pairs because it isn't a member of any single iterator or container class. And no matter how you extend std::string, you can not break it, as long as you stick to non-member functions. And even if you don't have access to, or aren't allowed to modify, the source code for a class, you can still extend it by defining nonmember functions)
Personally, I can't see the point in your code. Isn't this a lot simpler, more readable and shorter?
string OperateOnString( float num, string a, string b )
{
string nameS;
Format(nameS, "%f-%s-%s", num, a.c_str(), b.c_str() );
return nameS;
}
// or even better, if `Format` is made to return the string it creates, instead of taking it as a parameter
string OperateOnString( float num, string a, string b )
{
return Format("%f-%s-%s", num, a.c_str(), b.c_str() );
}
When in Rome, do as the Romans, as the saying goes. Especially when the Romans have good reasons to do as they do. And especially when your own way of doing it doesn't actually have a single advantage. It is more error-prone, confusing to people reading your code, non-idiomatic and it is just more lines of code to do the same thing.
As for your problem that it's hard to find the non-member functions that extend string, place them in a namespace if that's a concern. That's what they're for. Create a namespace StringUtil or something, and put them there.
As most of us "gurus" seem to favour the use of free functions, probably contained in a namespace, I think it safe to say that your solution will not be popular. I'm afraid I can't see one single advantage it has, and the fact that the class contains a reference is an invitation to that becoming a dangling reference.
I'll add a little something that hasn't already been posted. The Boost String Algorithms library has taken the free template function approach, and the string algorithms they provide are spectacularly re-usable for anything that looks like a string: std::string, char*, std::vector, iterator pairs... you name it! And they put them all neatly in the boost::algorithm namespace (I often use using namespace algo = boost::algorithm to make string manipulation code more terse).
So consider using free template functions for your string extensions, and look at Boost String Algorithms on how to make them "universal".
For safe printf-style formatting, check out Boost.Format. It can output to strings and streams.
I too wanted everything to be a member function, but I'm now starting to see the light. UML and doxygen are always pressuring me to put functions inside of classes, because I was brainwashed by the idea that C++ API == class hierarchy.
If the scope of the string isn't the same as the StringBox you can get segfaults:
StringBox foo() {
string s("abc");
return StringBox(s);
}
At least prevent object copying by declaring the assignment operator and copy ctor private:
class StringBox {
//...
private:
void operator=(const StringBox&);
StringBox(const StringBox&);
};
EDIT: regarding API, in order to prevent surprises I would make the StringBox own its copy of the string. I can think fo 2 ways to do this:
Copy the string to a member (not a reference), get the result later - also as a copy
Access your string through a reference-counting smart pointer like std::tr1::shared_ptr or boost:shared_ptr, to prevent extra copying
The problem with loose functions is that they're loose functions.
I would bet money that most of you have created a function that was already provided by the STL because you simply didn't know the STL function existed, or that it could do what you were trying to accomplish.
It's a fairly punishing design, especially for new users. (The STL gets new additions too, further adding to the problem.)
Google: C++ to string
How many results mention: std::to_string
I'm just as likely to find some ancient C method, or some homemade version, as I am to find the STL version of any given function.
I much prefer member methods because you don't have to struggle to find them, and you don't need to worry about finding old deprecated versions, etc,. (ie, string.SomeMethod, is pretty much guaranteed to be the method you should be using, and it gives you something concrete to Google for.)
C# style extension methods would be a good solution.
They're loose functions.
They show up as member functions via intellisense.
This should allow everyone to do exactly what they want.
It seems like it could be accomplished in the IDE itself, rather than requiring any language changes.
Basically, if the interpreter hits some call to a member that doesn't exist, it can check headers for matching loose functions, and dynamically fix it up before passing it on to the compiler.
Something similar could be done when it's loading up the intellisense data.
I have no idea how this could be worked for existing functions, no massive change like this should be taken lightly, but, for new functions using a new syntax, it shouldn't be a problem.
namespace StringExt
{
std::string MyFunc(this std::string source);
}
That can be used by itself, or as a member of std::string, and the IDE can handle all the grunt work.
Of course, this still leaves the problem of methods being spread out over various headers, which could be solved in various ways.
Some sort of extension header: string_ext which could include common methods.
Hmm....
That's a tougher issue to solve without causing issues...
If you want to extend the methods available to act on string, I would extend it by creating a class that has static methods that take the standard string as a parameter.
That way, people are free to use your utilities, but don't need to change the signatures of their functions to take a new class.
This breaks the object-oriented model a little, but makes the code much more robust - i.e. if you change your string class, then it doesn't have as much impact on other code.
Follow the recommended guidelines, they are there for a reason :)
The best way is to use templated free functions. The next best is private inheritance struct extended_str : private string, which happens to get easier in C++0x by the way as you can using constructors. Private inheritance is too much trouble and too risky just to add some algorithms. What you are doing is too risky for anything.
You've just introduced a nontrivial data structure to accomplish a change in code punctuation. You have to manually create and destroy a Box for each string, and you still need to distinguish your methods from the native ones. You will quickly get tired of this convention.

Dynamic C++

I'm wondering about an idea in my head. I want to ask if you know of any library or article related to this. Or you can just tell me this is a dumb idea and why.
I have a class, and I want to dynamically add methods/properties to it at runtime. I'm well aware of the techniques of using composite/command design pattern and using embedded scripting language to accomplish what I'm talking about. I'm just exploring the idea. Not necessary saying that it is a good idea.
class Dynamic
{
public:
typedef std::map<std::string, boost::function<void (Dynamic&)> > FuncMap;
void addMethod(const std::string& name, boost::function<void (Dynamic&)> func) {
funcMap_[name] = func;
}
void operator[](const std::string& name) {
FuncMap::iterator funcItr = funcMap_.find(name);
if (funcItr != funcMap_.end()) {
funcItr->second(*this);
}
}
private:
FuncMap funcMap_;
};
void f(Dynamic& self) {
doStuffWithDynamic(self);
}
int main()
{
Dynamic dyn;
dyn.addMethod("f", boost::bind(&f, _1));
dyn["f"]; // invoke f
}
The idea is that I can rebind the name "f" to any function at runtime. I'm aware of the performance problem in string lookup and boost::function vs. raw function pointer. With some hard work and non-portable hack I think I can make the performance problem less painful.
With the same kind of technique, I can do "runtime inheritance" by having a "v-table" for name lookup and dispatch function calls base on dynamic runtime properties.
If just want to tell me to use smalltalk or Objective-C, I can respect that but I love my C++ and I'm sticking with it.
What you want is to change C++ into something very different. One of the (many) goals of C++ was efficient implementation. Doing string lookup for function calls (no matter how well you implement it), just isn't going to be very efficient compared to the normal call mechanisms.
Basically, I think you're trying to shoehorn in functionality of a different language. You CAN make it work, to some degree, but you're creating C++ code that no one else is going to be able (or willing) to try to understand.
If you really want to write in a language that can change it's objects on the fly, then go find such a language (there are many choices, I'm sure). Trying to shoehorn that functionality into C++ is just going to cause you problems down the road.
Please note that I'm no stranger to bringing in non-C++ concepts into C++. I once spent a considerable amount of time removing another engineer's attempt at bringing a based-object system into a C++ project (he liked the idea of containers of 'Object *', so he made every class in the system descend from his very own 'Object' class).
Bringing in foreign language concepts almost always ends badly in two ways: The concept runs up against other C++ concepts, and can't work as well as it did in the source language, AND the concept tends to break something else in C++. You end up losing a lot of time trying to implement something that just isn't going to work out.
The only way I could see something like this working at all well, is if you implemented a new language on top of C++, with a cfront-style pre-compiler. That way, you could put some decent syntax onto the thing, and eliminate some of your problems.
If you implemented this, even as a pure library, and then used it extensively, you would in a way be using a new language - one with a hideous syntax, and a curious combination of runtime method resolution and unreliable bounds checking.
As a fan of C/C++ style syntax and apparently a fan of dynamic method dispatch, you may be interested in C# 4.0, which is now in Beta, and has the dynamic keyword to allow exactly this kind of thing to be seamlessly mixed into normal statically typed code.
I don't think it would be a good idea to change C++ enough to make this work. I'd suggest working in another language, such as Lisp or Perl or another language that's basically dynamic, or imbedding a dynamic language and using it.
What you are doing is actually a variation of the Visitor pattern.
EDIT: By the way, another approach would be by using Lua, since the language allows you to add functions at runtime. So does Objective-C++.
EDIT 2: You could actually inherit from FuncMap as well:
class Dynamic;
typedef std::map<std::string, boost::function<void (Dynamic&)> > FuncMap;
class Dynamic : public FuncMap
{
public:
};
void f(Dynamic& self) {
//doStuffWithDynamic(self);
}
int main()
{
Dynamic dyn;
dyn["f"] = boost::bind(&f, _1);
dyn["f"](dyn); // invoke f, however, 'dyn'param is awkward...
return 0;
}
If I understand what you are trying to accomplish correctly, it seems as though dynamic linking (i.e. Dynamically loaded libraries in windows or linux) will do most of what you are trying to accomplish.
That is, you can, at runtime, select the name of the function you want to execute (eg. the name of the DLL), which then gets loaded and executed. Much in the way that COM works. Or you can even use the name of the function exported from that library to select the correct function (C++ name mangling issues aside).
I don't think there's a library for this exact thing.
Of course, you have to have these functions pre-written somehow, so it seems there would be an easier way to do what you want. For example you could have just one method to execute arbitrary code from your favorite scripting language. That seems like an easier way to do what you want.
I keep thinking of the Visitor pattern. That allows you to do a vtable lookup on the visiting object (as well as the visited object, thought that doesn't seem relevant to your question).
And at runtime, you could have some variable which refers to the visitor, and call
Dynamic dynamic;
DynamicVisitor * dv = ...;
dynamic->Accept(dv);
dv = ...; // something else
dynamic->Accept(dv);
The point is, the visitor object has a vtable, which you said you wanted, and you can change its value dynamically, which you said you wanted. Accept is basically the "function to call things I didn't know about at compile time."
I've considered doing this before as well. Basically, however, you'd be on your way to writing a simple VM or interpreter (look at, say, Lua or Topaz's source to see what I mean -- Topaz is a dead project that pre-dates Parrot).
But if you're going that route it makes sense to just use an existing VM or interpreter.

Is it OK to pass parameters to a Factory method?

One of the ways to implement Dependency Injection correctly is to separate object creation from business logic. Typically, this involves using a Factory for object creation.
Up until this point, I've never seriously considered using a Factory so I apologize if this question seems a little simplistic:
In all the examples of the Factory Pattern that I've run across, I always see very simple examples that have no parameterization. For example, here's a Factory stolen from Misko Hevery's excellent How To Think About the "new" Operator article.
class ApplicationBuilder {
House build() {
return new House(new Kitchen(
new Sink(),
new Dishwasher(),
new Refrigerator())
);
}
}
However, what happens if I want each house that I build to have a name? Am I still using the Factory pattern if I re-write this code as follows?
class ApplicationBuilder {
House build( const std::string & house_name) {
return new House( house_name,
new Kitchen(new Sink(),
new Dishwasher(),
new Refrigerator())
);
}
}
Note that my Factory method call has changed from this:
ApplicationBuilder builder;
House * my_house = builder.build();
To this:
ApplicationBuilder builder;
House * my_house = builder.build("Michaels-Treehouse");
By the way: I think the concept of separating object instantiation from business logic is great, I'm just trying to figure out how I can apply it to my own situation. What confuses me is that all the examples I've seen of the Factory pattern never pass any parameters into the build() function.
To be clear: I don't know the name of the house until the moment before I need to instantiate it.
I've seen quite a lot of examples that use a fixed set of arguments, like in your name example, and have used them myself too and i can't see anything wrong with it.
However there is a good reason that many tutorials or small articles avoid showing factories that forward parameters to the constructed objects: It is practically impossible to forward arbitrary number of arguments (even for a sane limit like 6 arguments). Each parameter you forward has to be accepted as const T& and T& if you want to do it generic.
For more complicated examples, however, you need an exponentially growing set of overloads (for each parameter, a const and a nonconst version) and perfect forwarding is not possible at all (so that temporaries are forwarded as temporaries, for example). For the next C++ Standard that issue is solved:
class ApplicationBuilder {
template<typename... T>
House *build( T&&... t ) {
return new House( std::forward<T>(t)...,
new Kitchen(new Sink(),
new Dishwasher(),
new Refrigerator())
);
}
};
That way, you can call
builder.build("Hello", 13);
And it will return
new House("Hello", 13, new Kitchen(new Sink(...
Read the article i linked above.
Not only is is acceptable, but it's common to pass parameters to a factory method. Check out some examples. Normally the parameter is a type telling the factory what to make, but there's no reason you can't add other information you need to build an object. I think what you're doing is fine.
I can't see why it would be wrong to add this parameter to your factory. But be aware that you shouldn't end up adding many parameters which might not be useful to all objects created by the factory. If you do, you'll have lost quite a lot of the advantages of a factory !
The idea of a factory is that it gives you an instance of a class/interface, so there is nothing wrong with passing parameters. If there were, it would be bad to pass parameters to a new() as well.
I agree with Benoit. Think of a factory for creating something like sql connections though, in a case like this it would be necessary to pass information about the connection to the factory. The factory will use that information to use the correct server protocol and so on.
Sure, why not..!?
The nice thing about passing parameters is that it allows you to hide the implementation of the concrete object. For example, in the code you posted you pass the parameters to the constructor. However, you may change the implementation so that they get passed via an Initiailze method. By passing parameters to the factory method you hide the nature of constructing and initializing the object from the caller.
Take a look at Loki::Factory, there's an implementation very much like it coming to Boost as well, however. Some example code i regularly use in different flavors:
typedef Loki::SingletonHolder< Loki::Factory< Component, std::string, Loki::Typelist< const DataCollection&, Loki::Typelist< Game*, Loki::NullType > > > > ComponentFactory;
This might seem a bit weird at first sight, however let me explain this beast and how powerful it really is. Basically we create a singleton which holds a factory, the out most parameters are for the singleton, Component is our product, std::string is our creation id type, after this follows a type list of the params which is required for creation of Components ( this can be defined using a macro as well for a less verbose syntax ). After this line one can just do:
ComponentFactory::Instance().CreateObject( "someStringAssociatedWithConcreteType", anDataCollection, aGamePointer );
To create objects, to register one just use ComponentFactory::Instance().Register();. There's a great chapter on the details in the book Modern C++ Design.

Best way to take a snapshot of an object to a file

What's the best way to output the public contents of an object to a human-readable file? I'm looking for a way to do this that would not require me to know of all the members of the class, but rather use the compiler to tell me what members exist, and what their names are. There have to be macros or something like that, right?
Contrived example:
class Container
{
public:
Container::Container() {/*initialize members*/};
int stuff;
int otherStuff;
};
Container myCollection;
I would like to be able to do something to see output along the lines of "myCollection: stuff = value, otherStuff = value".
But then if another member is added to Container,
class Container
{
public:
Container::Container() {/*initialize members*/};
int stuff;
string evenMoreStuff;
int otherStuff;
};
Container myCollection;
This time, the output of this snapshot would be "myCollection: stuff = value, evenMoreStuff=value, otherStuff = value"
Is there a macro that would help me accomplish this? Is this even possible? (Also, I can't modify the Container class.)
Another note: I'm most interested about a potential macros in VS, but other solutions are welcome too.
What you're looking for is "[reflection](http://en.wikipedia.org/wiki/Reflection_(computer_science)#C.2B.2B)".
I found two promising links with a Google search for "C++ reflection":
http://www.garret.ru/cppreflection/docs/reflect.html
http://seal-reflex.web.cern.ch/seal-reflex/index.html
Boost has a serialization library that can serialize into text files. You will, however, not be able to get around with now knowing what members the class contains. You would need reflection, which C++ does not have.
Take a look at this library .
What you need is object serialization or object marshalling. A recurrent thema in stackoverflow.
I'd highly recommend taking a look at Google's Protocol Buffers.
There's unfortunately no macro that can do this for you. What you're looking for is a reflective type library. These can vary from fairly simple to home-rolled monstrosities that have no place in a work environment.
There's no real simple way of doing this, and though you may be tempted to simply dump the memory at an address like so:
char *buffer = new char[sizeof(Container)];
memcpy(buffer, containerInstance, sizeof(Container));
I'd really suggest against it unless all you have are simple types.
If you want something really simple but not complete, I'd suggest writing your own
printOn(ostream &) member method.
XDR is one way to do this in a platform independent way.

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