accessing private members without using friend class [duplicate] - c++

This question already has answers here:
Can I access private members from outside the class without using friends?
(27 answers)
Closed 2 years ago.
I have a homework in which:
we have this code:
#include <iostream>
using namespace std;
class Test {
int x;
char y;
public:
Test() :x(0), y(0) { ; }
};
int main() {
Test t;
//Do stuff!
return 0;
}
and without adding getters and setters or using friend class we have to read x and y and also change them.
I searched and found these ways:
if there was a template function in my class I could say:
class Test {
int x;
char y;
public:
Test() :x(0), y(0) { ; }
template<typename T>
void do_something() {//not necessarily void function
//Do some stuff
};
};
class a;
// My specialization.
template <>
void Test::do_something<a>() {
cout << x << endl;
cout << y << endl;
// getting data
x = 5;
y = 'a';
// changing data
cout << x << endl;
cout << y << endl;
// getting data after changes we made
}
int main() {
Test t;
t.do_something<a>();
return 0;
}
and also the method, which I think is this question answer, is using pointers.
like this:
class Test {
int x;
char y;
public:
Test() :x(0), y('0') { ; }
};
int main() {
Test t;
int* ptr = (int*)&t;
cout << "x = " << *ptr << " y = " << (char)*(ptr + 1) << endl;
*ptr--;
//getting data
*ptr = 12;
ptr++;
*ptr = 65;
//changing data
ptr--;
cout << "x = " << *ptr << " y = " << (char)*(ptr + 1) << endl;
//getting data after changes we have made
return 0;
}
or using reinterpret_cast and pointers:
struct pointer {
int x;
char y;
};
class Test {
int x;
char y;
public:
Test() :x(0), y('0') { ; }
};
int main()
{
Test t;
pointer* p = reinterpret_cast<pointer*>(&t);
cout << "X = " << p->x << " Y = " << p->y << endl;
//getting data
p->x = 5;
p->y = 'a';
//changing data
cout << "X = " << p->x << " Y = " << p->y << endl;
//getting data from class after changing them with pointers
return 0;
}
my questions are:
is such thing possible in other object oriented languages?
does this mean access modifiers are useless?
and is there anything we can do to prevent such thing to happen?

(with pointers) why this happen?
I don't understand this one, so I will skip it.
is such thing possible in other object oriented languages?
Consider python. In python making something private is explicitly only an agreement between the author and the user, but nothing prevents a user from accessing private members. Though, they should not. C++ isn't that explicit about saying "if you want you can access private members", but still it is possible with some effort. Nevertheless you should not. C++ does not prevent you from shooting yourself in your foot and accessing private members is one way of doing that. It isn't the case in your example, but typically accessing private members directly will break the object beyond repair.
does this mean access modifiers are useless?
I'll repeat my comment: Is a traffic light useless? I mean when it is red I can still cross the street. Access specifiers are not there to prevent you from doing something wrong by all means, they are to help you to avoid doing something wrong (and if you try hard you can still do something wrong).
and is there anything we can do to prevent such thing to happen?
Declaring a member as private is enough to signal that a user should not access the member directly by any means. If someone wants to break that agreement then they can do it. You cannot prevent a user from doing something wrong. If they want to break your class they can do so. However, it is not your responsibility to guarantee that something broken still works as expected. If a user bypasses access specifiers then they broke the agreement between them and you. Consider you buy a laptop and throw it out of the window from 42th floor. Will you complain to the manufacturer that afterwards the laptop is not working properly anymore? I guess no, instead you will understand that you made something wrong with using your laptop.
PS: Your last two examples are undefined behavior. reinterpret_cast is not a way to cast between arbitrary types magically. The set of allowed casts and what you can do with the results is in fact rather limited (see here). Also a c-style cast enables you do to casts that can be very wrong, without your compiler complaining about it. Thats why they should be avoided in favor of the proper c++ casts (static_cast et al).

Answering your question 4, is there anything we can do to prevent such thing to happen?:
It is indeed a language design problem that code using a class in C++ is typically able to see the inner makeup of a class. A visible, complete class definition is clearly a breach of information hiding. It's necessary though because of the "by-value semantics" of C++ that it inherited from C and which distinguishes it from, say, C# or Java.
One of the consequences is what you describe: That users can easier access object data they are not opposed to. (To be fair, with enough malicious energy that is unpreventable in the general sense no matter the precautions, but knowing the class layout allows you to do so with less "criminal effort", in this case through normal language means. Another, even simpler way which I recall was buried in one large project when it went open source was to simply #define private public before including the header in question.)
A second, more relevant problem is that code which uses objects of that class, or one of its descendants, is too tightly coupled with that class; it knows more than it should or needs to. Any trivial change to the class makes it necessary to recompile all code which includes its definition, directly or indirectly. For large projects with elaborate class hierarchies touching a base class may cause a senseless re-build of the whole project.1
To finally answer your question: The canonical C++ strategy to reduce this coupling are compilation firewalls. You essentially define an interface of pure virtual functions and no data, which should be relatively stable. User code sees only that interface. By that you gain information hiding and the power of polymorphism. But because you cannot directly handle objects any longer but only pointers or references, you lose the advantages of C++'s by-value paradigm (speed, no aliasing).
1 In a job interview in 1998 or so as C++ developer at Star Division, which was developing StarOffice, the original precursor to OpenOffice and LibreOffice, I was asked: "You have a base class, directly or indirectly used throughout the project. Now you would like to add a virtual function to it but avoid recompilation of the whole project, because it would just take too long. Can you do that? How?" The answer is that most implementations probably maintain the virtual functions in a vtable to which you can append without changing the offsets of existing functions (and, of course, without altering the object layout). Obviously, there is no guarantee that the implementation does not generate the vtable backwards, or employs some other mechanism, but in practice that's what you can do.

Related

Storing list of names associated with tasks

So i have made this task system, or i'm trying to make it, so that if someone has done more than seven tasks, the next person has to do seven.
the doubles (Bodine, Finn, Tycho) are the persons. Now i dont know if i used it correctly,(if they need to be doubles) and how i use them in this line of code:
if (taskNumbers == 7)
{
std::cout << "It's " + /*what to do here? */ + "time!";
what i want is that if the task numbers are higher than seven, and Bodine has done 7 tasks, it says "Its finn his time!"
#include <iostream>
using namespace std;
double Bodine;
double Finn;
double Tycho;
bool tasksDone = true;
int taskNumbers = 0;
int main()
{
if (taskNumbers > 7)
{
std::cout << "It's " + /*what to do here? */ + "time!";
return 1;
}
}
This is one of my first projects yet(im 13, so yeah....). I only need to know how to use the next variable!
Well, you're not really keeping track of whose turn it is. Also, double is not the right tool for the job here. I would do something like this:
std::vector<std::string> users = { "Bodine", "Finn", "Tycho" };
int currentUser = 0;
Now we have a list of names as well as a counter that says whose turn it is. 0 is for the first person, 1 for the second person, and 2 for the third person. Then we need the logic to advance that counter:
void advanceUser() {
if (++currentUser >= users.size()) {
currentUser = 0;
}
}
This increases currentUser, and when it is bigger than the amount of people, it loops back to 0, so the people take turns correctly.
Next about the task logic, I would suggest something like this:
int tasksDone = 0;
void incrementTasksDone() {
if (++tasksDone >= 7) {
advanceUser();
std::cout << "It's " + users[currentUser] +"'s time!" << std::endl;
tasksDone = 0;
}
}
Here we have a counter that keeps track of the amount of tasks, and when it hits 7, it sets it back to 0 and announces that it's the next user's turn after callling advanceUser to set that right.
You can then call incrementTasksDone however you want, for instance I tested it like this:
int main()
{
for (int i = 0; i < 100; i++) {
incrementTasksDone();
}
}
That would get 100 tasks done, for instance, so the turns would change 14 times in the process and it would print the message every time.
Also, to get this example to run, be sure to add the following includes:
#include <vector>
#include <string>
#include <iostream>
Hello and welcome to C++. Many will say that C++ is a bad language of choice for starters. Well I started with C++ myself a long time ago and I'm still learning to this day. I am 100% self taught and I didn't have the advantages that people do today with the amount of information that is available over the internet as well as the modern formats that are available. When I first started learning C++, the internet was in the stage of booming; but most websites back then were nearly pure text and even simple pictures or graphics took a while to load to the screen because this was in the era of Dial Up. Today, people who are starting out have the advantages of both this website, other similar sites and even youtube videos. However, I still enjoy helping where I can because it doesn't only help you, but it also helps me to improve what I have already learned. C++ has evolved over the years so what I'll do here is demonstrate to you a small application that I believe mimics the behavior of what you have described you are trying to do. Some of these techniques are a little advanced especially for beginners, however I think it is a good fit that someone who is new learns these concepts early.
Storage Types & Lifetime - There are basically 4 main storage types in C++: Automatic, Dynamic, Static and Thread. I mostly focus on the first 3.
Automatic: It has the lifetime of the scope that it is declared in and will automatically be destroyed once that scope exits from its closing brace }
Dynamic: Memory that is represented by pointers but declared with new and must have a matching delete, or arrays new[] and delete[] respectively. They can live longer than the scope they are declared in. They will live until their matching delete is called. If no matching delete takes place, this leads to a memory leak, invalid pointers, dangling pointers & references and undefined behavior. Special Care needs to be taken when using raw-pointers; it's advisable to use either containers or smart pointers.
Static: These are typically found in the global namespace and or global filespace. If a static is declared in the main.cpp it will have a lifetime of the application and the scope of the whole program. If they are declared in other cpp files, they will have the scope of that file, unless if they are declared in some header file, then they will have the scope of what other translation unit includes that header. They are similar to Automatic in the sense they will automatically be destroyed, but they differ as in the fact that they are initialized only once, the maintain their state and you can only have a single instance of them.
For a demonstration of the different types of storage classifications you can see my previous answer to this Q/A.
Classes and Inheritance: - (I will not involve Polymorphism).
Classes:
Classes and Structs are user defined data types.
The difference between the two is the default access
By default: Structs have Public Members & Classes have Private Members
Members of a Class or Struct can be any built in type, pointers to types, another user defined data type, and methods or functions.
Member Variables can be of any Storage Type: Automatic, Dynamic, Static and Thread, however, member functions are usually Automatic but can be Static. If you have a member variable it has to be initialized outside of the Class's Declaration to resolve it's symbols.
They have Constructors and Destructors by default, but one can create their own custom Constructor or Destructor. You will typically see people mention them by their short names: ctor & dtor respectively.
One class can inherit from another.
Inheritance:
You have Base or Super Classes, and you have Derived or Child Classes
When Inheriting from a Base class, if the Base class's ctor is Public, this means you can create an object of both the Base & Derived Classes. Sometimes you want this kind of design, but there are times when you don't.
If you do not want the user to be able to create an instance of the Base Class, but are able to create an instance of the Derived Class then all you need to do is make sure that 1st its ctor is Protected. If you declare it Private, then even your Derived Classes can not access it and therefore they can not be declared. *2nd You want to make sure that your Destructors - dtors are Virtual; otherwise you will have issues with the order in which classes are destroyed.
A Base Class can have Member Functions that are Virtual which means All Derived Classes must Implement that Function.
A Base Class can have Member Functions that are Purely Virtual which is similar above, but also prevents anyone from declaring an instance of this Base Class because this makes the Base Class Abstract which means it's an idea for an interface.
Example Virtual Function: virtual update();
Example Purely Virtual : `virtual update() = 0;
Containers - (I will use a std::container, but I won't involve any Algorithms)
There are many kinds of containers for different needs; these containers help to keep your program simple, easy to manage and debug, user friendly and to prevent many future headaches instead of using basic C Arrays.
There are a few different types and they each have their own purpose and properties which I will not go over all of their details as you can find a plethora of information on the net regarding them, but I will label and group them to their similar properties: The groupings are Sequence Containers, Associative Containers, & Unordered Containers and these all belong to the std:: namespace. The major difference between the groupings are: Sequence Containers are like arrays and linked lists, Associative Containers are binary trees, and Unordered Containers are similar to the binary trees except they are not in order, they are considered hash tables.
Sequence: vector, dequeue, queue, list, forward_list, array
Associative: set, multiset, map, multimap
Unordered: unordered_set, unordered_multiset, unordered_map, unordered_multimap`
What makes these containers powerful is the ability to either traverse them quickly or to insert and find quickly depending on which container you are using. Another good feature is helping in the process of memory management. Finally is the numerous algorithms and iterators that can do work on them.
For more information on the stl I advise to watch this youtube series by Bo Qian
Smart Pointers There are a few different types, but the most important two are std::shared_ptr<T> and std::unique_ptr<T>. The major difference between the two is that shared has a reference count to how many objects have access to it; it means it has a public type interface and can use copy semantics; unique on the other hand has only 1 owner at a time, it can transfer ownership but once it does the original owner no longer has access to it. You can not copy unique, but you can move them. These smart pointers help with the use of dynamic memory and life time object management to prevent memory leaks, invalid pointers, dangling pointers and references, undefined behavior etc. They help to minimize the use of new & delete and new[] & delete[] respectively.
Now that you have an understanding of some of the concepts that you will see quite often in C++ programs; I will now show you the simple application that I have written based off of what it was that I perceived you were trying to do:
#include <array>
#include <exception>
#include <memory>
#include <string>
#include <iostream>
class Person {
protected:
std::string name_;
int tasksCompleted_;
public:
const std::string& whoIs() const { return name_; }
int numberTasksCompleted() const { return tasksCompleted_; }
virtual void performTask() = 0;
protected:
explicit Person(const std::string& name) : name_{ std::move(name) } {}
virtual ~Person() = default;
};
class Bodine final : public Person {
private:
static int currentTask;
public:
explicit Bodine(const std::string& name = std::string("Bodine")) : Person(name) {}
virtual ~Bodine() = default;
virtual void performTask() { currentTask++; tasksCompleted_ = currentTask; }
};
int Bodine::currentTask = 0;
class Finn final : public Person {
private:
static int currentTask;
public:
explicit Finn(const std::string& name = std::string("Finn")) : Person(name) {}
virtual ~Finn() = default;
virtual void performTask() { currentTask++; tasksCompleted_ = currentTask; }
};
int Finn::currentTask = 0;
class Tycho final : public Person {
private:
static int currentTask;
public:
explicit Tycho(const std::string& name = std::string("Tycho")) : Person(name) {}
virtual ~Tycho() = default;
virtual void performTask() { currentTask++; tasksCompleted_ = currentTask; }
};
int Tycho::currentTask = 0;
int main() {
try {
std::array<std::shared_ptr<Person>, 3> people{
std::shared_ptr<Person>(new Bodine()),
std::shared_ptr<Person>(new Finn()),
std::shared_ptr<Person>(new Tycho())
};
// For each person in array
const int MAX_TASKS = 7;
int currentPerson = 0;
for (auto& p : people) {
std::cout << p->whoIs() << " has performed task #:\n";
while (p->numberTasksCompleted() < 7) {
p->performTask();
std::cout << p->numberTasksCompleted() << '\n';
if (p->numberTasksCompleted() == MAX_TASKS) {
currentPerson++;
if (currentPerson <= (people.size() - 1) ) {
std::cout << "It's your turn " << people[currentPerson]->whoIs() << " to do some tasks.\n";
}
break;
}
}
}
} catch( std::runtime_error& e ) {
std::cerr << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
-Output-
Bodine has performed task #:
1
2
3
4
5
6
7
Finn has performed task #:
1
2
3
4
5
6
7
Tycho has performed task #:
1
2
3
4
5
6
7
Link to above program.
I know this is quite a bit to read; but please look closely over the application to try and see what it is doing. You can copy and paste this right into your own IDE and try to build and run it to see it in action. Hopefully this will give you a grasp of what C++ is.
-Edit-
About the code above: it is a little more complex than what it truly needs to be. First off you would not really see a single person's identity as it's own class. I only did this to demonstrate what inheritance is. I choose to use std::array instead of std::vector mainly due to the fact that you had 3 specific people from your proposal. If you have an unknown amount of people at compile time then std::vector would be the correct container to use. You wouldn't really need to use inheritance either. Also if you look at the 3 derived classes there is a lot of duplicate code. I also used shared_ptrs to show how they can be used, but are not necessary in your specific situation. I also used static member variables in the Derived Classes to show static storage.
Here is a simplified version of the above code to mimic your behavior. Both programs do the same task similarly, the only major differences are: The use of inheritance with purely virtual methods, static member storage, container type, and dynamic memory via the use of shared_ptr.
#include <exception>
#include <iostream>
#include <string>
#include <vector>
class Person {
private:
std::string name_;
int tasksCompleted_;
public:
explicit Person(const std::string& name) : name_(name), tasksCompleted_(0) {}
const std::string& whoIs() const { return name_; }
int numberTasksCompleted() const { return tasksCompleted_; }
void performTask() { tasksCompleted_++; }
};
int main() {
try {
std::vector<Person> people{
Person( "Bodine" ),
Person( "Finn" ),
Person( "Tycho" )
};
// For each person in array
const int MAX_TASKS = 7; // Don't like magic numbers!
int currentPerson = 0; // Needed variable
for (auto& p : people) {
std::cout << p.whoIs() << " has performed task #:\n";
while (p.numberTasksCompleted() < MAX_TASKS) {
p.performTask();
std::cout << p.numberTasksCompleted() << '\n';
if (p.numberTasksCompleted() == MAX_TASKS) {
currentPerson++;
if (currentPerson <= (people.size() - 1) ) {
std::cout << "It's your turn " << people[currentPerson].whoIs() << " to do some tasks.\n";
}
break;
}
}
}
} catch( std::runtime_error& e ) {
std::cerr << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
Here is the link for this version of the program!

How to create a non-friend global function with pointer to object?

I got stuck with creating a non-friend global function that has one parameter with pointer.
In simple words I need a function that get passesd object via pointer, and write out all its members.
So far I created a public declaration in MyClass
void WriteOutMyClass2 (MyClass *kp2);
And I created the function as well
void WriteOutMyClass2 (MyClass *kp2)
{
cout << "_a :" <<kp2._a <<endl;
}
but unfortunately I'm getting an error:
request for member ‘_a’ in ‘kp2’, which is of pointer type ‘MyClass*’ (maybe you meant to use ‘->’ ?)
I've pasted code at rexter.com, so you can look at that here.
http://rextester.com/URTI56137
And additionally I'm attaching the whole code here.
class MyClass
{
private:
int _a;
int* c;
int size;
static int counter;
public:
friend void WriteOutMyClass1 (MyClass &kp1);
void WriteOutMyClass2 (MyClass *kp2);
MyClass() //default constructor
{
_a=0;
size = 10;
c = new int [size];
for(int i = 0; i<size; i++)
{
c[i] = 1;
}
counter++;
}
};
//Initialize friend fucntion
void WriteOutMyClass1 (MyClass &kp1)
{
cout << "_a :" <<kp1._a <<endl;
cout << "size :" <<kp1.size<<endl;
cout << "counter :" <<kp1.counter<<endl;
for(int i = 0; i<kp1.size; i++)
{
cout << "c[" << i << "] = " << kp1.c[i] << endl;
}
}
//Initialize non-friend global fucntion.
void WriteOutMyClass2 (MyClass *kp2)
{
cout << "_a :" <<kp2._a <<endl; // here I'm getting error.
}
int main()
{
}
edit:
What excatly I'm trying to do is, get access to private members of MyClass from non-firend function declared outside MyClass.
Function shouldn't be static, and access to private members is needed via getter or not. I'm not aware of c++ possibilties.
I appreciate any help!
ps: the "->" isn't enough, because the "_a" field is private.
How would it looks with a getter?
edit2:
I unduerstand that some rules were broken but this code is an exercise I got from an university. It's specially done to show some approch.
Unfortunatelly variable names are as they are, of course I could rename them but I forgot.
The diagnostic is quite clear and even gives a suggestion.
You need
cout << "_a :" <<kp2->_a <<endl;
// ^^
with a -> not a . in the body of WriteOutMyClass2
BTW, you might add assert(kp2 != nullptr); before that. If kp2 happens to be null or invalid, you have undefined behavior (and probably a segmentation fault) and that is scary.
You could declare your WriteOutMyClass2 as a static function (I'm not sure you want that, your intentions are unclear).
BTW, don't be afraid of friend functions, even if having too much of them is bad smell. You might want to (and in your case, you probably should) define many getters and setters.
I recommend spending several days reading more about C++ (at least C++11) since it is a very difficult programming language. So read a good C++ programming book and look into some C++ reference site.
Don't forget to enable all warnings and debug information, so compile on the command line with g++ -Wall -Wextra -g if using GCC. Learn how to use the debugger (e.g. gdb).
Be aware of the (empirical) rule of five (which your code breaks, and that is a mistake). Prefer standard containers and smart pointers. Perhaps you might remove size and declare std::vector<int> _c; instead of having c (and size) as private members.
Later on, consider defining your own operator << for output of your types.
Study for inspiration the source code of several free software projects (e.g. on github) coded in C++.
What exactly I'm trying to do is, get access to private members of MyClass
Wrong approach. You should define getter functions, and they generally are public: (even if some of them could be private: or protected:).
the "->" isn't enough, because the "_a" field is private. How would it looks with a getter?
Your current code is in very bad shape. But you might add a getter member function:
// inside class MyClass
public:
int getA(void) const {return _a;};
and then use kp2->getA() instead of kp2->_a
BTW, you should consider more readable names (probably longer ones) for your public interface. If your member field _a is meant to be some price, its getter function should better be named getPrice (or perhaps just Price) than getA ...
It is important to keep your code readable (even to yourself, in a few months). Code is more often read than written (or compiled). Developer's time costs much more than computer time.

Using a variable that was defined in an if statement before

int main() {
if(i = 0) {
myclass1 a = "Example1";
}
else {
myclass2 a = "Example2";
}
cout << a << endl;
}
I know a way to do this is by defining it outside the block but what if I have not decided what type a is before checking the condition of i?
If you are able to use c++17 you can use the std::variant or std::any in case your types haven't common base class. These classes are type-safe containers for any or specified types. An example with std::variant can be the following:
#include <iostream>
#include <string>
#include <variant>
int main() {
bool input = false;
std::cin >> input;
std::variant<int, long, double, std::string> myVariant;
if(input)
myVariant = "Example1";
else
myVariant = 3.14;
std::visit([](auto&& arg) { std::cout << arg << std::endl; }, myVariant);
}
Instead of c++17 you also can use the boost::variant or the boost::any.
C++ is a statically typed language, and requires the type of variables being used in the code to be known at compile time.
There's no way to write a C++ program where a statement like std::cout << a; is compiled and the type of a is not known until run-time.
For that you need a dynamically typed language, like for example Python or JavaScript.
int main() {
auto call = [](auto a) {
std::cout << a << std::endl;
};
if(i = 0)
call(myclass1 { "Example1" });
else
call(myclass2 { "Example2" });
}
You could try polymorphism.
Assuming myclass1 and myclass2 "implement" a class called myclass, you can do something like this:
int main() {
myclass*a;
if (i=0) {
a = new myclass1("Example1");
} else {
a = new myclass2("Example2");
}
cout<<*a<<endl;
}
If you want to actively use the type myclass1 or myclass2 later on, you can use dynamic_cast, but depending on your needs and what behaviour you implement in your inherited classes and your base class, thay may not be necessary.
Note I use a raw pointer here, since it's a short-lived object and it's clear the program has ended. I encourage you to read about smart pointers and use them appropriately to avoid memory leaks. Beware memory leaks in some platforms persist until after a reboot, it may be needed to manually free (delete) allocated memory. More about all that here.
This definitively calls for polymorphism, and optionally, if you want to have it a bit more elegant, the factory pattern. The factory pattern is no magic, it just hides the if within a nice wrapper.
Why not another approach, such as e.g. std::variant which is basically a union in disguise? Well, it's nice if you are able to store different kinds of things, or even any kind (std::any) under the same name, but it is not very useful since you also want to do something meaningful with the object. If you want to do completely different, unrelated things, then you can as well have different objects scoped by the if blocks (and with completely different code). If, however, you want to do the same or similar things on different objects, then they (usually) need to be the same or a related type.
Different types typically do not have the same data members or the same publicly accessible member functions. So, doing the same thing on a source code level with different types typically doesn't work (except by coincidence).
But if two classes do have identical subsets on their interfaces, and you want to be able to do it in one or the other way interchangeably, then inheriting from a base class is the most natural and idiomatic thing to do. That's what polymorphism was invented for. Use the idiomatic thing.
(You can get the same net effect of calling functions with the same name on different, unrelated types via a template helper, and presumed that the names that you use exist, that will just work, but it's not nearly as good style, and it causes huge bloat by instanciating the function twice).
I'll try to give you a practical answer that assumes you're used to doing this sort of thing in JavaScript or something and just trying to write code in C++.
First, you should understand that in C++, cout << a. Can actually call a completely different method depending on the type of a. For that reason, it doesn't make any sense to write cout << a when you don't know anything about that type. In fact, you can't do anything at all with a unless you know enough about the type for C++ to decide which method or operator you want to invoke.
If both of your classes have an acceptable common base, then you could do something this:
int main() {
base_class *pa;
my_class1 a1;
my_class2 a2;
if(i = 0) {
a1 = "Example1";
pa = &a1;
}
else {
a2 = "Example2";
pa = &a2;
}
cout << *pa << endl;
}
Note that when you write cout << *pa, you are not necessarily calling the same method that cout << a would use. In the first case you are calling a method that knows how to output all subclasses of base_class, while in the second case you may be calling a method that was written specifically for myclass1 or myclass2.
When there is no acceptable base class, then we just don't write code like that in C++:
int main() {
if(i = 0) {
myclass1 a = "Example1";
cout << a << endl;
}
else {
myclass2 a = "Example2";
cout << a << endl;
}
}
Remember that the two methods being called in these cases can be completely different methods. It's exactly like calling cout.printClass1(a) vs. cout.printClass2(a). C++ lets you use the same name for completely different methods when it can figure out which one you want to call based on the argument types.
JavaScript doesn't have any magic that could automatically choose between printClass1 and printClass2 when you write cout.callWhatever(a), and neither does C++. In both languages, if you have to call completely different methods for myclass1 vs. myclass2, then you write different calls.
I had such code myself, when I was in fact trying different variations of the same code. Then I realized the best option would be to use a preprocessor #if and it solved my problem:
#define VARIATION 2
...
#if VARIATION == 1
myclass1 a = "Example1";
#else
myclass2 a = "Example2";
#endif
I know it probably doesn't solve yours, but at least it is a workaround.
If it is this specific problem I would think that this would be much more easier
int main(){
if(i == 0) //You wrote i=0 !! silly mistake
std::cout << myclass1("Example1");
else
std::cout << myclass2("Example2");
}
or you can choose
template<class T>
void foo(T out)
{
std::cout << out;
}
int main()
{
if( i==0 )
foo(myclass1("ex1"));
else
foo(myclass2("ex2"));
}
else
this is the way to go
And I would advise against using cout here as it may not have overloads to accept your user defined class.

Creating a class member that is automatically calculated from other class members?

I'm an absolute newbee when it comes to programming and I'm trying to teach myself the basics by just solving some easy "problems" in C++.
I have searched the web for an exact answer to my question before posting it here and haven't found one so far, however that may be because of (1).
So, what I'm looking for is a way to declare a class member that gets automatically calculated from other members of the same class, so that the calculated class member can be used just like an explicitly defined class member would. For example imagine a struct called creature that has the properties/members creature.numberofhands, creature.fingersperhand and finally the property creature.totalfingers that automatically gets calculated from the above members.
Heres an example of the closest I got to what I wanted to achieve:
#include <iostream>
typedef struct creature {
int numberofhands;
int fingersperhand;
int totalfingers();
} creature;
int creature::totalfingers()
{
return numberofhands * fingersperhand;
};
int main()
{
creature human;
human.numberofhands = 2;
human.fingersperhand = 5;
printf("%d",human.totalfingers());
return(0);
}
What's really annoying me about this, is that I have to treat the calculated one DIFFERENTLY from the explicitly defined ones, i.e. I have to put "()" after it.
How can I change the code, so I can use: human.totalfingers without ever explicitly defining it?
The simplest option would be to use public member functions and make the actual properties hidden.
Something like this:
class Creature {
public:
Creature(int numhands, int fingersperhand) // constructor
: m_numhands{numhands}, m_fingersperhand{fingersperhand}
{ }
int fingersPerHand() const { return m_fingersperhand; }
int numberOfHands() const { return m_numhands; }
int totalFingers() const { return numberOfHands() * fingersPerHand(); }
private:
const int m_numhands;
const int m_fingersperhand;
};
The private member variables are an implementation detail. Users of the class just use the three public member functions to get the different number of fingers after construction and don't need to care that two of them are returning constant stored numbers and the third returns a calculated value - that's irrelevant to users.
An example of use:
#include <iostream>
int main()
{
Creature human{2, 5};
std::cout << "A human has "
<< human.totalFingers() << " fingers. "
<< human.fingersPerHand() << " on each of their "
<< human.numberOfHands() << " hands.\n";
return 0;
}
If - as per your comment - you don't want to use a constructor (although that's the safest way to ensure you don't forget to initialize a member), you can modify the class like this:
class CreatureV2 {
public:
int fingersPerHand() const { return m_fingersperhand; }
int numberOfHands() const { return m_numhands; }
int totalFingers() const { return numberOfHands() * fingersPerHand(); }
void setFingersPerHand(int num) { m_fingersperhand = num; }
void setNumberOfHands(int num) { m_numhands = num; }
private:
// Note: these are no longer `const` and I've given them default
// values matching a human, so if you do nothing you'll get
// human hands.
int m_numhands = 2;
int m_fingersperhand = 5;
};
Example of use of the modified class:
#include <iostream>
int main()
{
CreatureV2 human;
std::cout << "A human has "
<< human.totalFingers() << " fingers. "
<< human.fingersPerHand() << " on each of their "
<< human.numberOfHands() << " hands.\n";
CreatureV2 monster;
monster.setFingersPerHand(7);
monster.setNumberOfHands(5);
std::cout << "A monster has "
<< monster.totalFingers() << " fingers. "
<< monster.fingersPerHand() << " on each of their "
<< monster.numberOfHands() << " hands.\n";
CreatureV2 freak;
freak.setFingersPerHand(9);
// Note: I forgot to specify the number of hands, so a freak get
// the default 2.
std::cout << "A freak has "
<< freak.totalFingers() << " fingers. "
<< freak.fingersPerHand() << " on each of their "
<< freak.numberOfHands() << " hands.\n";
return 0;
}
Note: all of the above assumes you are using a modern C++14 compiler.
What you have described is one of the reasons why encapsulation and "member variables should be private" is the recommended way of doing things in C++.
If every variable is accessed through a function, then everything is consistent, and refactoring from a member variable to a computation is possible.
Some languages, like C# or D, have the concept of "properties", which provide a way around the issue, but C++ does not have such a construct.
For fun, the proxy way to avoid extra parenthesis, (but with some extra costs):
class RefMul
{
public:
RefMul(int& a, int& b) : a(a), b(b) {}
operator int() const { return a * b; }
private:
int& a;
int& b;
};
struct creature {
int numberofhands;
int fingersperhand;
RefMul totalfingers{numberofhands, fingersperhand};
};
Demo
Note: to use RefMul with printf, you have to cast to int:
printf("%d", int(human.totalfingers));
That cast would not be required if you use c++ way to print:
std::cout << human.totalfingers;
If you're after consistency, you can make your changes the other way around. Replace the two member variables with constant methods which simply return copies of the member variables. That way, the way you access data is consistent and you don't have to worry about some code changing the values of the member variables when it shouldn't.
Others have provided very good answers. If you are looking for consistency, probably the easiest way is to make use of member functions (as #Jesper Juhl has answered).
On the other hand, if you strictly want to use class members that are calculated automatically from other members, you can use properties. Properties (as are defined in C# and Groovy) are not a standard feature of C++ but there are ways to implement them in C++. This SO question has a very good overview of the ways that properties can be defined and used in C++. My favorite way of defining properties is taking advantage of Microsoft-specific extension for properties in Visual C++ (obviously, this approach is specific to Microsoft Visual C++). A documentation of properties in Visual C++ can be found in MSDN. Using properties in Visual C++, your code can be modified to:
struct creature {
int numberofhands; // use of public member variables are generally discouraged
int fingersperhand;
__declspec(property(get = get_totalfingers)) // Microsoft-specific
int totalfingers;
private:
int fingers;
int get_totalfingers()
{
return numberofhands * fingersperhand; // This is where the automatic calculation takes place.
}
};
This class can be used like this:
#include <iostream>
int main()
{
creature martian;
martian.numberofhands = 2;
martian.fingersperhand = 4; // Marvin the Martian had 4!
// This line will print 8
std::cout << "Total fingers: " << martian.totalfingers << std::endl;
return 0;
}
As I said earlier, properties are not a standard feature of C++ but there are ways to get them in C++ which either rely on smart tricks or using compiler-specific features. IMHO, using simple functions (as #Jesper Juhl described) is a better alternative.

Stack unwinding and pointers

#include <iostream>
using namespace std;
class BaseClass
{
public:
BaseClass(int i)
{
data = i;
cout << "_____BaseClass()____" << endl;
}
~BaseClass()
{
data = -99;
cout << "_____~BaseClass()____" << endl;
}
void Fun()
{
cout << "_____Fun()____" << data << endl;
}
int data;
};
int main()
{
BaseClass *b = NULL;
{
BaseClass b1(300);
b = &b1;
}
b->Fun();
return 0;
}
Instance b1 is created in a segment and its life is limited to that segment. I am not able to understand how the data and methods are accessible even after destructor.
C++ as a language gives some guarantees and in many areas leaves things undefined. This means, for some code, the standard doesn't mandate any behaviour and anything, as a result, can be done by the compiler. You're in such a situation.
I am not able to understand how the data and methods are accessible even after destructor.
Once the object is destroyed, accessing it, via a pointer (or something else), is undefined. You being able to access it in some instance of the program doesn't matter. In some other situation you may not be able to - changing the machine, the memory management scheme, or any other environmental factor may make the program crash, hang, etc. i.e. the language doesn't guarantee anything here.
As a general rule, you should never write code that invoke undefined behaviour, unless you're trying to learn something.