Class function calling another class function c++ - c++

I have 2 classes - store and owner that has the same Print() function. owner::Print() will print its data members as well as the stores the owner owns.
class store
{
store(std::string& name)
{
name_ = name; //name_ is a private data member
}
std::string getName()
{
return name_;
}
void Print()
{
std::cout<<"Store: "<<getName()<<std::endl;
}
};
class owner
{
std::string name_;
std::vector<store> stores;
public:
owner(std::string& name)
{
name_ = name;
}
std::string getName()
{
return name_;
}
void Print()
{
std::cout<<owner.getName()<<"owns: "<<std::endl;
// I want to call the store::Print()
}
};
void main()
{
owner o;
o.Print();
}
this is not the real code. Just want help.

You would have to make an object of the store class in the main method and change the owner::print() method to accept an instance of store.
void store::Print() {
std::cout<<"Details of store"<<data_members_of_store;
}
void owner::Print(store &s) {
std::cout<<data_members_of_owner;
s.Print();
}
This parameter would be the store object, whose detail you want to be printed by the void owner::Print().
Another possible and probably better solution would be to use inheritance as follows -
class owner
{
owner(std::string& name)
{
name_ = name; //name_ is private data member
}
std::string getName()
{
return name_;
}
void Print()
{
std::cout<<owner.getName()<<"owns: "<<std::endl;
// I want to call the store::Print()
}
};
class store : public owner
{
store(std::string& name,std::string&owner_name)
{
owner(owner_name);
name_ = name; //name_ is a private data member
}
std::string getName()
{
return name_;
}
void Print()
{
owner::print();
std::cout<<"Store: "<<getName()<<std::endl;
}
};
You could just make the object of store and call it's print method which would call the owner::print() as well. You could use this inheritance in the reverse way as well if you want to make owner as the child class of the store.

The solutions thus far go along the lines of passing a store object into the owner Print function. Another alternative is the owner literally owns a store. Modifying your original example it would look something like this:
class owner
{
public:
owner(const std::string& name, const store& s)
: name_(name
, store_(s)
{
}
void Print()
{
std::cout<<name_<<"owns: "<<std::endl;
store_.Print();
}
private:
std::string name_;
store store_;
};
Whether or not an owner owns a store of course completely depends on the broader context, so that's up to you really.

Related

can someone please explain what is wrong in this c++ code and provide a solution

I have declared a class Products and another class CD the class CD is inheriting the class Products.
Now I have declared an constructor to update the value of the. and I am getting an error
#include <iostream>
#include <string>
class Products
{
private:
std::string name;
std::string type;
double price;
public:
virtual std::string getname();
virtual double getprice();
virtual void show();
std::string gettype()
{
return type;
}
};
class CD: public Products
{
private:
std::string artist;
std::string studio;
public:
CD(std::string sname,double sprice,std::string sartist,std::string sstudio)
{
this->type = "CD";
this->name = sname ;
this->price = sprice;
this->artist = sartist;
this->studio = sstudio;
}
void show()
{
std::cout<<"\nName of the CD:\t"<<this->name;
std::cout<<"\nArtist of the CD:\t"<<this->artist;
std::cout<<"\nStudio of the CD:\t"<<this->studio;
std::cout<<"\nPrice of the cd:\t"<<this->price;
}
};
int main()
{
CD obj("Oceans",49,"somesinger","somestudio");
}
ERROR :
In constructor 'CD::CD(std::string, double, std::string)';
'std::string Products::type' is private within this context
this->type="CD";
'std::string Products::name' is private within this context
this->name=sname;
'double Products::price' is private within this context
this->price= sprice;
Basically it is not giving error for the private data members of the CD class but just the data members that are being inherited from Products Class
#include <iostream>
#include <string>
class Products
{
private:
std::string m_name;
std::string m_type;
double m_price;
public:
// No need for your setters/getters to be virtual
// if the derived class won't override anything or not
const std::string& getType() const { return m_type; }
const std::string& getName() const { return m_name; }
double getPrice() const { return m_price; }
void setType(const std::string& new_type) { m_type = new_type; }
void setName(const std::string& new_name) { m_name = new_name; }
void setPrice(double new_price) { m_price = new_price; }
// Force derived class to override function
virtual void show() = 0;
};
class CD: public Products
{
private:
std::string artist;
std::string studio;
public:
CD(std::string sname,double sprice,std::string sartist,std::string sstudio)
{
this->setType("CD");
this->setName(sname) ;
this->setPrice(sprice);
this->artist = sartist;
this->studio = sstudio;
}
void show()
{
std::cout<<"\nName of the CD:\t"<<this->getName();
std::cout<<"\nArtist of the CD:\t"<<this->artist;
std::cout<<"\nStudio of the CD:\t"<<this->studio;
std::cout<<"\nPrice of the cd:\t"<<this->getPrice();
}
};
int main()
{
CD obj("Oceans",49,"somesinger","somestudio");
obj.show();
}
I want you to understand some changes here. First the removal of virtual keyword. In your case the setters/getters had no need to be virtual, as they were not being overriden or didn't have a need to be based on the current example. Second, the setters/getters are setup to access the private members accordingly. We now use these functions within class CD. Also we changed the function show() to be pure virtual notice the = 0 at the end. I added a comment saying this forces derived classes to override the function. Lastly, your main wasn't doing anything so I added a obj.show() to actually print something.
In this solution, I've added a constructor for Products, and CD's constructor calls it to initialize the members that are private to Products.
I removed the virtual on getName and getPrice since these features don't change other products.
show remains virtual, and I split it into a piece in Products and a piece in CD so they each display their respective fields. This separates the printing according to where the variables are, so for example, another class derived from Products wouldn't have to reimplement printing of name and price.
#include <iostream>
#include <string>
class Products
{
private:
std::string name;
std::string type;
double price;
public:
std::string getname(); // Does not need to be virtual, as it's not overriden
double getprice(); // Also does not need to be virtual
virtual void show() const {
std::cout<<"\nName of the " << type << ":\t"<<this->name;
std::cout<<"\nPrice of the " << type << ":\t"<<this->price;
};
Products (const std::string &stype, double sprice, const std::string &sname)
: name (sname), type (stype), price (sprice) {
}
std::string gettype() const
{
return type;
}
};
class CD: public Products
{
private:
std::string artist;
std::string studio;
public:
CD(const std::string &sname,double sprice, const std::string &sartist, const std::string &sstudio)
: Products ("CD", sprice, sname)
{
artist = sartist;
studio = sstudio;
}
void show() const override
{
Products::show(); // Call parent show() to show the basics
std::cout<<"\nArtist of the " << gettype() << ":\t"<<this->artist;
std::cout<<"\nStudio of the " << gettype() << ":\t"<<this->studio;
}
};
int main()
{
Products shoe ("Shoe", 3.49, "Nike runner");
shoe.show();
CD obj("Oceans",49,"somesinger","somestudio");
obj.show();
}

A shared resource for an object

Say I have this class called Dog. Every dog has a different name but the same barking voice (which is loaded from a resource file).
class Dog {
public:
Dog(const string &name) : _name(name) {
_barkingVoice.load();
}
~Dog() {
_barkingVoice.free();
}
string getName() const { return _name; }
void bark() { _barkingVoice.play(); }
private:
string _name;
VoiceResource _barkingVoice;
};
I want to call _barkingVoice.load() only if the instance of Dog is the first one, and _barkingVoice.free() only if there are no more instances of Dog.
The obvious solution is to set _barkingVoice as static and keep a reference counter of Dog as a data member.
My question is if there's an easier way to do this. Maybe an std implementation or something like that.
Make a reusable class to encapsulate the reference counting:
template<class ResourceType, class OwnerType>
class RefCounted {
public:
RefCounted() { if (++_refCount == 1) _resource.load(); }
virtual ~RefCounted() { if (--_refCount == 0) _resource.free(); }
ResourceType& operator*() { return _resource; }
ResourceType* operator->() { return &_resource; }
private:
static unsigned _refCount;
static ResourceType _resource;
};
template<class T, class U> unsigned RefCounted<T, U>::_refCount = 0;
template<class T, class U> T RefCounted<T, U>::_resource;
class Dog {
public:
Dog(const string &name) : _name(name) { }
string getName() const { return _name; }
void bark() { _barkingVoice->play(); }
private:
string _name;
RefCounted<VoiceResource, Dog> _barkingVoice;
};
Every template instantiation will have their own _refCount and _resource.
The second template parameter is to handle cases where you instantiate RefCounted with the same ResourceType but want to have separate reference counting for those instantiations. E.g. if you add a Cat class and want it to have its own Refcounted<VoiceResource>:
class Cat {
// ...
private:
RefCounted<VoiceResource, Cat> _meowingVoice;
};
First, why VoiceResource is not static? If it's shared between all instances of Dog, it should be. Else, you will need to load or copy the resuorce at every constructor call.
Have a static variable static int instanceCount;, that is set to 0. In every casual, copy and move (C++11) constructor increment it, in destructor decrement it. That will give you opportunity to do what you wanted.
That will basicly work like shared_ptr<T> does, the might be a way to use it here instead of writing your own code, I just can't figure that out.
class Dog {
public:
Dog(const string &name) : _name(name) {
loadResource();
}
Dog(const Dog& b) : name(b.name) {
loadResource();
}
// only C++11:
Dog(Dog&& b) : name(std::move(b.name)) {
loadResource();
}
~Dog() {
freeResource();
_barkingVoice.free();
}
string getName() const { return _name; }
void bark() { _barkingVoice.play(); }
private:
string _name;
static VoiceResource _barkingVoice;
static int instanceCount;
static void loadResource() {
if (instanceCount == 0) {
_barkingVoice.load();
}
++instanceCount;
}
static void freeResource() {
--instanceCount;
if (instanceCount == 0) {
_barkingVoice.free();
}
}
};
int Dog::instanceCount = 0;
Make _barkingVoice a std::shared_ptr<VoiceResource>.
A shared_ptr does exactly what you need: uses references counting to track the deletion of the last object, when it will deallocate the resource.

C++ storing base and derived class objects together

I Have two classes:
First:
class Thing {
public:
int code;
string name;
string description;
int location;
bool canCarry;
Thing(int _code, string _name, string _desc, int _loc, bool _canCarry) {
code = _code;
name = _name;
description = _desc;
location = _loc;
canCarry = _canCarry;
}
};
Second:
class Door: public Thing {
private:
bool open;
public:
int targetLocation;
Door(int _code, string _name, string _desc, int _loc, int _targetLoc) :
Thing(_code, _name, _desc, _loc, false) {
open = false;
targetLocation = _targetLoc;
}
void Use() {
open = true;
}
void Close() {
open = false;
}
bool isOpen() {
return open;
}
};
Forget private/public atributes...
I need to store some objects of base class and some objects of derived class,
something like this:
vector < Thing*> allThings;
things.push_back(new Thing(THING1, "THING1", "some thing", LOC1, true));
things.push_back(new Door(DOOR1, "DOOR1", "some door", LOC1, LOC2));
But in this case, functions Use(), Open(), and isOpen() will not be reachable because of slicing..
Do you have some suggestions, how to store these objects together without creating new structure of vector<Thing*> and vector<Door*>??
Thanks
A good solution to a problem when you need a container of objects with polymorphic behavior is a vector of unique pointers:
std::vector<std::unique_ptr<Thing>>
There would be no slicing in this situation, but you would have to figure out when it's OK to call Use(), Open(), and isOpen().
If you can move the methods from the derived class into the base, go for it; if you cannot do that because it makes no sense for a Thing to have isOpen(), consider using a more advanced solution, such as the Visitor Pattern:
class Thing;
class Door;
struct Visitor {
virtual void visitThing(Thing &t) = 0;
virtual void visitDoor(Door &d) = 0;
};
class Thing {
...
virtual void accept(Visitor &v) {
v.visitThing(*this);
}
};
class Door : public Thing {
...
virtual void accept(Visitor &v) {
v.visitDoor(*this);
}
}
Store pointers instead of instances, and declare public and protected methods as virtual in the base class(es).

Adding Functionality To An Object Without Changing The Interface

I have an object presented as a reference/pointer to an interface. I would like to call a method on the concrete object if that method is present, without changing the interface, breaking encapsulation, or writing any horrible hacks. How can it be done?
Here's an example.
I have an interface:
class IChatty
{
public:
virtual ~IChatty() {};
virtual std::string Speak() const = 0;
};
And multiple concrete implementation of this interface:
class SimpleChatty : public IChatty
{
public:
~SimpleChatty() {};
virtual std::string Speak() const override
{
return "hello";
}
};
class SuperChatty : public IChatty
{
public:
void AddToDictionary(const std::string& word)
{
words_.insert(word);
}
virtual std::string Speak() const override
{
std::string ret;
for(auto w = words_.begin(); w != words_.end(); ++w )
{
ret += *w;
ret += " ";
}
return ret;
}
private:
std::set<std::string> words_;
};
The SuperChatty::AddToDictionary method is not present in the abstract IChatty interface, although it could be included in another, new interface.
In the real world, these objects are constructed through factories, themselves concrete instantiations of an abstract interface. However for our purposes that's orthogonal to the problem at hand:
int main()
{
IChatty* chatty = new SuperChatty;
chatty->AddToDictionary("foo");
std::cout << chatty->Speak() << std::endl;
}
Since AddToDictionary isn't part of the IChatty interface (and can't be part of it), I can's call it.
How can I call AddToDictionary on the chatty pointer without breaking encapsulation, writing some horrible hack, or taking any other design shortcuts?
NOTE: In the real world, the dictionary is part of the SuperChatty object itself, and cannot be separate from it.
NOTE2: I do not want to downcast to the concrete type.
Have dictionary be an object which can be updated and referenced by SuperChatty:
class Dictionary {
public:
void add(const std::string& word);
const std::set<std::string>>& words() const;
//..
};
class SuperChatty : public IChatty
{
public:
SuperChatty(Dictionary& dictionary) :
dictionary(dictionary) {
}
virtual std::string Speak() const override
{
auto words = dictionary.words();
ostringstream oss;
copy(words.begin(), words.end(),
ostream_iterator<string>(oss, " "));
return oss.str();
}
};
Usage:
int main()
{
Dictionary dictionary;
IChatty* chatty = new SuperChatty(dictionary);
dictionary.add("foo");
std::cout << chatty->Speak() << std::endl;
}
edit
Okay, the question changed.
If you're doing this properly, you need to isolate yourself from the bad underlying system:
struct Dictionary {
virtual ~Dictionary () {}
virtual void add(const std::string& word) = 0;
};
struct Instrumenter {
virtual ~Instrumenter () {}
virtual void addDictionary(Dictionary& dictionary) = 0;
};
struct Chatter {
virtual ~Chatter() {}
virtual string speak() const = 0;
virtual void instrument(Instrumenter& instrumenter) = 0;
};
These are implemented as:
class BasicChatter : public Chatter {
virtual string speak() const {
return chatty.Speak();
}
virtual void instrument(Instrumenter& instrumenter) {
// do nothing
}
private:
SimpleChatty chatty;
};
class SuperChatter : public Chatter {
SuperChatter () : dictionary(chatty);
virtual void instrument(Instrumenter& instrumenter) {
instrumenter.addDictionary(dictionary);
}
virtual string speak() const {
return chatty.Speak();
}
private:
SuperChatty chatty;
DictionaryImpl dictionary;
};
Make it derive from another interface and simply check, whether you can cast the object to that interface or not.
class IDictionary
{
public:
virtual ~IDictionary() {};
virtual void AddToDictionary(const std::string& word) = 0;
};
class SuperChatty : public IChatty, public IDictionary
{
... as before ...
};
int main()
{
IChatty* chatty = new SuperChatty;
IDictionary *dict = dynamic_cast<IDictionary*>(chatty);
if (dict) dict->AddToDictionary("foo");
std::cout << chatty->Speak() << std::endl;
}
The main problem is that you're trowing away information that you need.
So the main solution is to not throw away information, but there's not enough code presented to flesh out the details of that.
Secondly, a tehcnical kludge solution is to just downcast, using dynamic_cast:
IChatty* newThingy();
int main()
{
IChatty* chatty = newThingy();
if( SuperChatty* p_super_chatty = dynamic_cast<SuperChatty*>( chatty ) )
{
p_super_chatty->AddToDictionary("foo");
}
std::cout << chatty->Speak() << std::endl;
}
You can downcast safely because the know static type IChatty is polymorphic.
For this particular example, there's no reason to not create the object as this:
SuperChatty* chatty = new SuperChatty;
chatty->AddToDictionary("foo");
You can still pass chatty in the above segment as IChatty pointer or reference, e.g.
void Talk(IChatty *ch)
{
ch->Speak();
}
[Likewise for storing the chatty in a vector<IChatty*> or something like that].
My point here is that if you are going to use the "new" interface functions, then you probably also want to create the class that has the new interface.
Adding code to "try to cast it", etc, gets very messy very quickly, and is error prone.

Basic question about polymorphism. Vector of base class, want the derived class. How?

I think I messed up somehow in my design because I want to keep a vector of various object types. These types all share a common base class. Example:
Class Buick: AmericanCar
{
}
Class Ford: AmericanCar
{
}
then I did:
vector<AmericanCar*> cars_i_own;
Now, I have my vector of pointers but I don't have the derived class which is what I need. I thought about adding a GetType/SetType function to the base class and then use a dynamic cast. This is clunky though. Did i use the wrong design for this?
Well, what are you trying to do with it? Get the name or cost? You would have something like:
class Car
{
public:
virtual ~Car(void) {}
virtual std::string location(void) const = 0;
virtual std::string name(void) const = 0;
virtual double cost(void) const = 0;
}
class AmericanCar
{
public:
virtual ~AmericanCar(void) {}
virtual std::string location(void) const
{
return "America";
}
}
class Buick : public AmericanCar
{
public:
virtual std::string name(void) const
{
return "Buick";
}
virtual double cost(void) const
{
return /* ... */;
}
}
class Ford : public AmericanCar
{
public:
virtual std::string name(void) const
{
return "Ford";
}
virtual double cost(void) const
{
return /* ... */;
}
}
Now you can call these methods polymorphically.
This is somewhat strange, though. You don't need a different class to store names and cost like this:
class Car
{
public:
Car(const std::string& pLocation,
const std::string& pName,
double pCost) :
mLocation(pLocation),
mName(pName),
mCost(pCost)
{
}
const std::string& location(void) const
{
return mLocation;
}
void location(const std::string& pLocation)
{
mLocation = pLocation;
}
const std::string& name(void) const
{
return mName;
}
void name(const std::string& pName)
{
mName = pName;
}
const double cost(void) const
{
return mCost;
}
void cost(double pCost)
{
mCost = pCost;
}
private:
std::string mLocation;
std::string mName;
double mCost;
}
// make cars
std::vector<Car> cars;
cars.push_back(Car("America", "Buick", /* ... */));
The purpose of inheritance / polymorphism is so you don't need to care which derived type you are dealing with.
In particular I think storing data, such as make of car, country of origin etc, encoded in a class hierarchy doesn't seem to be particularly beneficial. Does an AmericanCar do something fundamentally different from, say, a Japanese car (other than consuming more fuel, which again can be better stored in a data member)?
Why do you need to know the derived class? Normally you would have virtual functions to take care of any behavior differences between the two derived classes.
The goal is that the code using the parent class shouldn't have to know the exact class it's working with.
You can use typeid to determine the derived class:
struct Base
{
virtual ~Base() {}
};
struct Derived : public Base { };
int main()
{
Base* b = new Derived();
std::cout << typeid(*b).name() << std::endl;
}
This outputs: "Derived".
But, usually with polymorphism the point is that you shouldn't be concerned with this. You simply call a base-class member function and the proper derived-class member function is called at runtime.