Overriding C++ pure virtual functions - c++

I have the following classes:
Mode class
h-file:
#pragma once
class Mode
{
public:
virtual int recv() = 0;
};
Mode class
cpp-file:
-> empty
LocalMode class
h-file:
#pragma once
#include "Mode.h"
class LocalMode: public Mode
{
private:
public:
LocalMode();
int recv();
};
LocalMode class
cpp-file:
#include "LocalMode.h"
int LocalMode::recv(){
return 0;
}
Here are my questions:
Is the keyword "override" always necessary? If not, what are the best practices?
The main question:
I know the code above works for me. But I have the problem, that I basically have to "copy" the function signature of the pure virtual function out of the base class into my derived class. What happens, if I don't know what pure virtual functions the base class has?
My implementation above implies that I have to know all the pure virtual functions available in the base class.
I tried accessing the pure virtual function by the Mode:: scope and LocalMode:: scope but in Visual Studio I simply got some error messages (I deem those error messages to be rather irrelevant to this question).
Some plug-ins/Intellisense?
I remember that in java IntelliSense in general helped me out and added the needed functions from the abtract class. Although I am aware that java is a bit different in that sense (inheriting from abtract classes) to c++, I would also like if there are any tools which help me to include those automatically?
Skiming through the internet I could not find any examples. They all assume, that all the pure virtual functions of the base class are known ...
I am just imaging that if I had a abstract class with a lot of pure virtual functions and I forgot to copy just one of them, when instantiating I would get an error ...
Thank you in advance.

Is the keyword "override" always necessary? If not, what are the best practices?
It is never "necessary". Overriding works with or without this keyword. It is only here to help you prevent issues like typos etc.
struct A
{
virtual int foo();
};
struct B: public A
{
int fooo(); //whoops, not overriding, no compiler error
};
struct C: public A
{
int fooo() override; //compiler error, compiler noticed my typo
};
So, the best practice is to always use override keyword when you want to override a virtual function.
The main question: I know the code above works for me. But I have the problem, that I basically have to "copy" the function signature of the pure virtual function out of the base class into my derived class. What happens, if I don't know what pure virtual functions the base class has?
You cannot not know that. To derive from class, compiler requires full definition of that class, which typically means you have #included it (and you have access to that definition).
My implementation above implies that I have to know all the pure virtual functions available in the base class. I tried accessing the pure virtual function by the Mode:: scope and LocalMode:: scope but in Visual Studio I simply got some error messages (I deem those error messages to be rather irrelevant to this question).
Are you looking for reflection mechanism? It's not present in C++, so you cannot e.g. get a list of function for given class. If you want to call pure virtual function from another function, that cannot work because, well, they are pure virtual.
Some plug-ins/Intellisense?
That is explicitly off-topic for StackOverflow, but there are many IDEs for C++, you shouldn't have any trouble finding them.

Related

Undefined reference to class_name<template_argument>function_name(variable)?

I'm getting a fatal linking error in the code below, it says:
]+0x10)||undefined reference to `base<node>::pass_derived(node)'|
I wanted to define a base class which has a pointer called poly_type and the base class can also "access" from within itself another class called derived. The problem I run into is line poly_type->pass_derived(n); where the compiler doesn't want to see the derived class where I tried to pass an object of type node. I'm guessing this is a limitation of C++, if so let me know. Heres the broken code,
edit seems like this has been asked somewhere else, I updated the source to reflect that opinion.
There is no definition of pass_derived in the base class.
You declare it as a virtual function but only define it in the derived class.
Because it instantiates base in the main function, the compiler tries to generate code for base but it does not find a definition for pass_derived.
You could add a default implementation - even if it is just empty.
As for whether you can eventually get it to call derived::pass_derived instead... :) good luck, it looks like fun. You are building your own version of inheritance?
The issue is here:
template < class T>
class base
{
// ...
virtual void pass_derived(T data);
};
You declared pass_derived as virtual but not pure virtual. Therefore, the linker raises an error if you don't provide an implementation.
Either you provide an implementation or (which I believe is your intent) you declare it pure virtual:
virtual void pass_derived(T data) = 0;
but then you cannot instantiate base<T> and must work only with pointers or references to base (which actually point/refer to derived).

C++ interfaces - what are my options?

Diving back into the world of C++, and experimenting with interfaces. I can find plenty of online examples, but 99% of them are trivial 'all-in-one-file'.
Interfaces can be classified into 3 basic types- interfaces where (all|some|zero) functions must be overridden in a concrete subclass (all|some|zero pure virtual functions in c++ parlance).
Is it possible to implement any of the 3 in a single header file? (no .cpp twin) Why/why not? How? If not, what are my options for the .h/.cpp pair?
Some of the options I have seen are: virtual destructor, protected destructor, inline destructor, pure virtual destructor with an implementation,... my head is spinning!
EDIT: meant pure virtual, not virtual void
If you make your interface pure virtual, the compiler will give an error if you forget to implement a method in your concrete class.
If there are methods that have some sane default implementation you can provide it, but this is just a convenience.
If you make the destructor virtual, you can delete the object via its interface pointer rather than requiring the concrete object pointer.
Herb Sutter has some interesting thoughts on interfaces which are at direct odds with the way most of us implement an interface: http://www.gotw.ca/publications/mill18.htm
Read this awesome piece of internet wisdom: http://www.parashift.com/c++-faq-lite/dtors.html
1) You never need a .cpp file, you can code all your programs in .h, but doing this is terrible style and will inevitabely slow your compilation.
MyClass : public MyInterface {
public:
virtual void myFunction() {
// override and implemenht
}
};
2) When inheriting classes you don't need to worry about declaring your destructor to be virtual, but you need to make sure that classes you are inheriting from have virtual destructors. Otherwise you might be faced with memory leaks. In so far as I know this is not necessary for interface classes with only pure virtual functions.
Destructor being inline makes no difference to you.
Destructor being declared as void is something that should give you a compiler error :).
Edit:
About the 3 types of interfaces, I am getting the sense that you are a little bit confused and this is hampering your googling.
An interface is usually a class that has no functions defined and you must inherit and implement all of them.
A class that has some functionality but still has some pure virtuals is usually called abstract.
When 'zero' functions must be overridden this is neither an interface nor an abstract class, it is just a plain old class that you can inherit and do whatever.
Check out the C++ faq.
Interface where all functions must be overridden by a concrete subclass is called interface
Interface where some functions must be overridden by a concrete subclass is called abstract class
Interface where zero functions must be overridden by a concrete subclass is called class.
You can implement virtual member functions inside header file. They will not inline though, because they have to have address to be placed into virtual table.
... my head is spinning!
To get it spinning more you can also have pure virtual destructor. This is useful trick when you want to have abstract class, but no real useful method to put pure virtual:
class A
{
public:
virtual ~A() = 0;
};
A::~A() {}
class B : public A
{
public:
~B() {}
};
Class A has destructor implemented, but it still can not be instantiated directly, because it is interface. Yet, when it comes to destroying B compiler has to obey to protocol and call ~A(). That is why you have to implement it

Should methods that implement pure virtual methods of an interface class be declared virtual as well?

I read different opinions about this question. Let's say I have an interface class with a bunch of pure virtual methods. I implement those methods in a class that implements the interface and I do not expect to derive from the implementation.
Is there a need for declaring the methods in the implementation as virtual as well? If yes, why?
No - every function method declared virtual in the base class will be virtual in all derived classes.
But good coding practices are telling to declare those methods virtual.
virtual is optional in the derived class override declaration, but for clarity I personally include it.
Real need - no. Once a method is declared as virtual in the base class, it stays virtual for all derived classes. But it's good to know which method is virtual and which - not, instead of checking this in the base class. Also, in most cases, you cannot be sure, if your code will be derived or not (for example, if you're developing some software for some firm). As I said, it's not a problem, as once declared as virtual, it stays virtual, but just in case .. (:
There is no requirement to mark them virtual.
I'd start by arguing that virtual advertises to readers that you expect derived classes to override the virtual to do something useful. If you are implementing the virtual to do something, then the virtual method might have nothing to do with the kind of thing your class is: in which case marking it virtual is silly. consider:
class CommsObject {
virtual OnConnect();
virtual OnRawBytesIn();
};
class XMLStream : public CommsObject {
virtual OnConnect();
OnRawBytesIn();
virtual OnXMLData();
};
In that example, OnConnect is documented as virtual in both classes because it makes sense that a descendent would always want to know. OnRawBytesIn doesn't make sense to "Export" from XMLStream as it uses that to handle raw bytes, and generate parsed data - which it notifies via OnXMLData().
Having done all that, I'd then argue that the maintainer of a 3rd class, looking at XMLStream, might think that it would be "safe" to create their own OnRawBytes function and expect it to work as a normal overloaded function - i.e. the base class would call the internal correct one, and the outer one would mask the internal OnRawBytes.
So omitting the virtual has hidden important detail from consumers of the class and made the code behave in unexpected ways.
So ive gone full circle: Don't try to use it as a hint about the intended purpose of a function - DO use it as a hint about the behaviour of the function: mark functions virtual consistently so downstream programmers have to read less files to know how a function is going to behave when overridden.
No, it is not needed and it doesn't prevent any coding errors although many coders prefer to put it.
Once C++0x becomes mainstream you'll be able to use the override specifier instead.
Once 'virtual', it's virtual all the way down to the last child. Afaik, that's the feature of the c++.
If you never derive from a class then there is no point making its methods virtual.

Use-cases of pure virtual functions with body?

I recently came to know that in C++ pure virtual functions can optionally have a body.
What are the real-world use cases for such functions?
The classic is a pure virtual destructor:
class abstract {
public:
virtual ~abstract() = 0;
};
abstract::~abstract() {}
You make it pure because there's nothing else to make so, and you want the class to be abstract, but you have to provide an implementation nevertheless, because the derived classes' destructors call yours explicitly. Yeah, I know, a pretty silly textbook example, but as such it's a classic. It must have been in the first edition of The C++ Programming Language.
Anyway, I can't remember ever really needing the ability to implement a pure virtual function. To me it seems the only reason this feature is there is because it would have had to be explicitly disallowed and Stroustrup didn't see a reason for that.
If you ever feel you need this feature, you're probably on the wrong track with your design.
Pure virtual functions with or without a body simply mean that the derived types must provide their own implementation.
Pure virtual function bodies in the base class are useful if your derived classes wants to call your base class implementation.
One reason that an abstract base class (with a pure virtual function) might provide an implementation for a pure virtual function it declares is to let derived classes have an easy 'default' they can choose to use. There isn't a whole lot of advantage to this over a normal virtual function that can be optionally overridden - in fact, the only real difference is that you're forcing the derived class to be explicit about using the 'default' base class implementation:
class foo {
public:
virtual int interface();
};
int foo::interface()
{
printf( "default foo::interface() called\n");
return 0;
};
class pure_foo {
public:
virtual int interface() = 0;
};
int pure_foo::interface()
{
printf( "default pure_foo::interface() called\n");
return 42;
}
//------------------------------------
class foobar : public foo {
// no need to override to get default behavior
};
class foobar2 : public pure_foo {
public:
// need to be explicit about the override, even to get default behavior
virtual int interface();
};
int foobar2::interface()
{
// foobar is lazy; it'll just use pure_foo's default
return pure_foo::interface();
}
I'm not sure there's a whole lot of benefit - maybe in cases where a design started out with an abstract class, then over time found that a lot of the derived concrete classes were implementing the same behavior, so they decided to move that behavior into a base class implementation for the pure virtual function.
I suppose it might also be reasonable to put common behavior into the pure virtual function's base class implementation that the derived classes might be expected to modify/enhance/augment.
One use case is calling the pure virtual function from the constructor or the destructor of the class.
The almighty Herb Sutter, former chair of the C++ standard committee, did give 3 scenarios where you might consider providing implementations for pure virtual methods.
Gotta say that personally – I find none of them convincing, and generally consider this to be one of C++'s semantic warts. It seems C++ goes out of its way to build and tear apart abstract-parent vtables, then briefly exposes them only during child construction/destruction, and then the community experts unanimously recommend never to use them.
The only difference of virtual function with body and pure virtual function with body is that existence of second prevent instantiation. You can't mark class abstract in c++.
This question can really be confusing when learning OOD and C++. Personally, one thing constantly coming in my head was something like:
If I needed a Pure Virtual function to also have an implementation, so why make it "Pure" in first place ? Why not just leaving it only "Virtual" and have derivatives, both benefit and override the base implementation ?
The confusion comes to the fact that many developers consider the no body/implementation as the primary goal/benefit of defining a pure virtual function. This is not true!
The absence of body is in most cases a logical consequence of having a pure virtual function. The main benefit of having a pure virtual function is defining a contract: By defining a pure virtual function, you want to force every derivative to always provide their own implementation of the function. This "contract aspect" is very important especially if you are developing something like a public API. Making the function only virtual is not so sufficient because derivatives are no longer forced to provide their own implementation, therefore you may loose the contract aspect (which can be limiting in the case of a public API).
As commonly said :
"Virtual functions can be overrided, Pure Virtual functions must be overrided."
And in most cases, contracts are abstract concepts so it doesn't make sense for the corresponding pure virtual functions to have any implementation.
But sometimes, and because life is weird, you may want to establish a strong contract among derivatives and also want them to somehow benefit from some default implementation while specifying their own behavior for the contract. Even if most book authors recommend to avoid getting yourself into these situations, the language needed to provide a safety net to prevent the worst! A simple virtual function wouldn't be enough since there might be risk of escaping the contract. So the solution C++ provided was to allow pure virtual functions to also be able to provide a default implementation.
The Sutter article cited above gives interesting use cases of having Pure Virtual functions with body.

Is it possible to forbid deriving from a class at compile time?

I have a value class according to the description in "C++ Coding Standards", Item 32. In short, that means it provides value semantics and does not have any virtual methods.
I don't want a class to derive from this class. Beside others, one reason is that it has a public nonvirtual destructor. But a base class should have a destructor that is public and virtual or protected and nonvirtual.
I don't know a possibility to write the value class, such that it is not possible to derive from it. I want to forbid it at compile time. Is there perhaps any known idiom to do that? If not, perhaps there are some new possibilities in the upcoming C++0x? Or are there good reasons that there is no such possibility?
Bjarne Stroustrup has written about this here.
The relevant bit from the link:
Can I stop people deriving from my class?
Yes, but why do you want to? There are two common answers:
for efficiency: to avoid my function
calls being virtual.
for safety: to ensure that my class is not used as a
base class (for example, to be sure
that I can copy objects without fear
of slicing)
In my experience, the efficiency reason is usually misplaced fear. In C++, virtual function calls are so fast that their real-world use for a class designed with virtual functions does not to produce measurable run-time overheads compared to alternative solutions using ordinary function calls. Note that the virtual function call mechanism is typically used only when calling through a pointer or a reference. When calling a function directly for a named object, the virtual function class overhead is easily optimized away.
If there is a genuine need for "capping" a class hierarchy to avoid virtual function calls, one might ask why those functions are virtual in the first place. I have seen examples where performance-critical functions had been made virtual for no good reason, just because "that's the way we usually do it".
The other variant of this problem, how to prevent derivation for logical reasons, has a solution. Unfortunately, that solution is not pretty. It relies on the fact that the most derived class in a hierarchy must construct a virtual base. For example:
class Usable;
class Usable_lock {
friend class Usable;
private:
Usable_lock() {}
Usable_lock(const Usable_lock&) {}
};
class Usable : public virtual Usable_lock {
// ...
public:
Usable();
Usable(char*);
// ...
};
Usable a;
class DD : public Usable { };
DD dd; // error: DD::DD() cannot access
// Usable_lock::Usable_lock(): private member
(from D&E sec 11.4.3).
If you are willing to only allow the class to be created by a factory method you can have a private constructor.
class underivable {
underivable() { }
underivable(const underivable&); // not implemented
underivable& operator=(const underivable&); // not implemented
public:
static underivable create() { return underivable(); }
};
Even if the question is not marked for C++11, for people who get here it should be mentioned that C++11 supports new contextual identifier final. See wiki page
Take a good look here.
It's really cool but it's a hack.
Wonder for yourself why stdlib doesn't do this with it's own containers.
Well, i had a similar problem. This is posted here on SO. The problem was other way around; i.e. only allow those classes to be derived that you permit. Check if it solves your problem.
This is done at compile-time.
I would generally achieve this as follows:
// This class is *not* suitable for use as a base class
The comment goes in the header and/or in the documentation. If clients of your class don't follow the instructions on the packet, then in C++ they can expect undefined behavior. Deriving without permission is just a special case of this. They should use composition instead.
Btw, this is slightly misleading: "a base class should have a destructor that is public and virtual or protected and nonvirtual".
That's true for classes which are to be used as bases for runtime polymorphism. But it's not necessary if derived classes are never going to be referenced via pointers to the base class type. It might be reasonable to have a value type which is used only for static polymorphism, for instance with simulated dynamic binding. The confusion is that inheritance can be used for different purposes in C++, requiring different support from the base class. It means that although you don't want dynamic polymorphism with your class, it might nevertheless be fine to create derived classes provided they're used correctly.
This solution doesn't work, but I leave it as an example of what not to do.
I haven't used C++ for a while now, but as far as I remember, you get what you want by making destructor private.
UPDATE:
On Visual Studio 2005 you'll get either a warning or an error. Check up the following code:
class A
{
public:
A(){}
private:
~A(){}
};
class B : A
{
};
Now,
B b;
will produce an error "error C2248: 'A::~A' : cannot access private member declared in class 'A'"
while
B *b = new B();
will produce warning "warning C4624: 'B' : destructor could not be generated because a base class destructor is inaccessible".
It looks like a half-solutiom, BUT as orsogufo pointed, doing so makes class A unusable. Leaving answers