I came across this strange code snippet which compiles fine:
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
return 0;
}
Why does C++ have this pointer to a non-static data member of a class? What is the use of this strange pointer in real code?
It's a "pointer to member" - the following code illustrates its use:
#include <iostream>
using namespace std;
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
Car c1;
c1.speed = 1; // direct access
cout << "speed is " << c1.speed << endl;
c1.*pSpeed = 2; // access via pointer to member
cout << "speed is " << c1.speed << endl;
return 0;
}
As to why you would want to do that, well it gives you another level of indirection that can solve some tricky problems. But to be honest, I've never had to use them in my own code.
Edit: I can't think off-hand of a convincing use for pointers to member data. Pointer to member functions can be used in pluggable architectures, but once again producing an example in a small space defeats me. The following is my best (untested) try - an Apply function that would do some pre &post processing before applying a user-selected member function to an object:
void Apply( SomeClass * c, void (SomeClass::*func)() ) {
// do hefty pre-call processing
(c->*func)(); // call user specified function
// do hefty post-call processing
}
The parentheses around c->*func are necessary because the ->* operator has lower precedence than the function call operator.
This is the simplest example I can think of that conveys the rare cases where this feature is pertinent:
#include <iostream>
class bowl {
public:
int apples;
int oranges;
};
int count_fruit(bowl * begin, bowl * end, int bowl::*fruit)
{
int count = 0;
for (bowl * iterator = begin; iterator != end; ++ iterator)
count += iterator->*fruit;
return count;
}
int main()
{
bowl bowls[2] = {
{ 1, 2 },
{ 3, 5 }
};
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::apples) << " apples\n";
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::oranges) << " oranges\n";
return 0;
}
The thing to note here is the pointer passed in to count_fruit. This saves you having to write separate count_apples and count_oranges functions.
Another application are intrusive lists. The element type can tell the list what its next/prev pointers are. So the list does not use hard-coded names but can still use existing pointers:
// say this is some existing structure. And we want to use
// a list. We can tell it that the next pointer
// is apple::next.
struct apple {
int data;
apple * next;
};
// simple example of a minimal intrusive list. Could specify the
// member pointer as template argument too, if we wanted:
// template<typename E, E *E::*next_ptr>
template<typename E>
struct List {
List(E *E::*next_ptr):head(0), next_ptr(next_ptr) { }
void add(E &e) {
// access its next pointer by the member pointer
e.*next_ptr = head;
head = &e;
}
E * head;
E *E::*next_ptr;
};
int main() {
List<apple> lst(&apple::next);
apple a;
lst.add(a);
}
Here's a real-world example I am working on right now, from signal processing / control systems:
Suppose you have some structure that represents the data you are collecting:
struct Sample {
time_t time;
double value1;
double value2;
double value3;
};
Now suppose that you stuff them into a vector:
std::vector<Sample> samples;
... fill the vector ...
Now suppose that you want to calculate some function (say the mean) of one of the variables over a range of samples, and you want to factor this mean calculation into a function. The pointer-to-member makes it easy:
double Mean(std::vector<Sample>::const_iterator begin,
std::vector<Sample>::const_iterator end,
double Sample::* var)
{
float mean = 0;
int samples = 0;
for(; begin != end; begin++) {
const Sample& s = *begin;
mean += s.*var;
samples++;
}
mean /= samples;
return mean;
}
...
double mean = Mean(samples.begin(), samples.end(), &Sample::value2);
Note Edited 2016/08/05 for a more concise template-function approach
And, of course, you can template it to compute a mean for any forward-iterator and any value type that supports addition with itself and division by size_t:
template<typename Titer, typename S>
S mean(Titer begin, const Titer& end, S std::iterator_traits<Titer>::value_type::* var) {
using T = typename std::iterator_traits<Titer>::value_type;
S sum = 0;
size_t samples = 0;
for( ; begin != end ; ++begin ) {
const T& s = *begin;
sum += s.*var;
samples++;
}
return sum / samples;
}
struct Sample {
double x;
}
std::vector<Sample> samples { {1.0}, {2.0}, {3.0} };
double m = mean(samples.begin(), samples.end(), &Sample::x);
EDIT - The above code has performance implications
You should note, as I soon discovered, that the code above has some serious performance implications. The summary is that if you're calculating a summary statistic on a time series, or calculating an FFT etc, then you should store the values for each variable contiguously in memory. Otherwise, iterating over the series will cause a cache miss for every value retrieved.
Consider the performance of this code:
struct Sample {
float w, x, y, z;
};
std::vector<Sample> series = ...;
float sum = 0;
int samples = 0;
for(auto it = series.begin(); it != series.end(); it++) {
sum += *it.x;
samples++;
}
float mean = sum / samples;
On many architectures, one instance of Sample will fill a cache line. So on each iteration of the loop, one sample will be pulled from memory into the cache. 4 bytes from the cache line will be used and the rest thrown away, and the next iteration will result in another cache miss, memory access and so on.
Much better to do this:
struct Samples {
std::vector<float> w, x, y, z;
};
Samples series = ...;
float sum = 0;
float samples = 0;
for(auto it = series.x.begin(); it != series.x.end(); it++) {
sum += *it;
samples++;
}
float mean = sum / samples;
Now when the first x value is loaded from memory, the next three will also be loaded into the cache (supposing suitable alignment), meaning you don't need any values loaded for the next three iterations.
The above algorithm can be improved somewhat further through the use of SIMD instructions on eg SSE2 architectures. However, these work much better if the values are all contiguous in memory and you can use a single instruction to load four samples together (more in later SSE versions).
YMMV - design your data structures to suit your algorithm.
You can later access this member, on any instance:
int main()
{
int Car::*pSpeed = &Car::speed;
Car myCar;
Car yourCar;
int mySpeed = myCar.*pSpeed;
int yourSpeed = yourCar.*pSpeed;
assert(mySpeed > yourSpeed); // ;-)
return 0;
}
Note that you do need an instance to call it on, so it does not work like a delegate.
It is used rarely, I've needed it maybe once or twice in all my years.
Normally using an interface (i.e. a pure base class in C++) is the better design choice.
IBM has some more documentation on how to use this. Briefly, you're using the pointer as an offset into the class. You can't use these pointers apart from the class they refer to, so:
int Car::*pSpeed = &Car::speed;
Car mycar;
mycar.*pSpeed = 65;
It seems a little obscure, but one possible application is if you're trying to write code for deserializing generic data into many different object types, and your code needs to handle object types that it knows absolutely nothing about (for example, your code is in a library, and the objects into which you deserialize were created by a user of your library). The member pointers give you a generic, semi-legible way of referring to the individual data member offsets, without having to resort to typeless void * tricks the way you might for C structs.
It makes it possible to bind member variables and functions in the uniform manner. The following is example with your Car class. More common usage would be binding std::pair::first and ::second when using in STL algorithms and Boost on a map.
#include <list>
#include <algorithm>
#include <iostream>
#include <iterator>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
class Car {
public:
Car(int s): speed(s) {}
void drive() {
std::cout << "Driving at " << speed << " km/h" << std::endl;
}
int speed;
};
int main() {
using namespace std;
using namespace boost::lambda;
list<Car> l;
l.push_back(Car(10));
l.push_back(Car(140));
l.push_back(Car(130));
l.push_back(Car(60));
// Speeding cars
list<Car> s;
// Binding a value to a member variable.
// Find all cars with speed over 60 km/h.
remove_copy_if(l.begin(), l.end(),
back_inserter(s),
bind(&Car::speed, _1) <= 60);
// Binding a value to a member function.
// Call a function on each car.
for_each(s.begin(), s.end(), bind(&Car::drive, _1));
return 0;
}
You can use an array of pointer to (homogeneous) member data to enable a dual, named-member (i.e. x.data) and array-subscript (i.e. x[idx]) interface.
#include <cassert>
#include <cstddef>
struct vector3 {
float x;
float y;
float z;
float& operator[](std::size_t idx) {
static float vector3::*component[3] = {
&vector3::x, &vector3::y, &vector3::z
};
return this->*component[idx];
}
};
int main()
{
vector3 v = { 0.0f, 1.0f, 2.0f };
assert(&v[0] == &v.x);
assert(&v[1] == &v.y);
assert(&v[2] == &v.z);
for (std::size_t i = 0; i < 3; ++i) {
v[i] += 1.0f;
}
assert(v.x == 1.0f);
assert(v.y == 2.0f);
assert(v.z == 3.0f);
return 0;
}
One way I've used it is if I have two implementations of how to do something in a class and I want to choose one at run-time without having to continually go through an if statement i.e.
class Algorithm
{
public:
Algorithm() : m_impFn( &Algorithm::implementationA ) {}
void frequentlyCalled()
{
// Avoid if ( using A ) else if ( using B ) type of thing
(this->*m_impFn)();
}
private:
void implementationA() { /*...*/ }
void implementationB() { /*...*/ }
typedef void ( Algorithm::*IMP_FN ) ();
IMP_FN m_impFn;
};
Obviously this is only practically useful if you feel the code is being hammered enough that the if statement is slowing things done eg. deep in the guts of some intensive algorithm somewhere. I still think it's more elegant than the if statement even in situations where it has no practical use but that's just my opnion.
Pointers to classes are not real pointers; a class is a logical construct and has no physical existence in memory, however, when you construct a pointer to a member of a class it gives an offset into an object of the member's class where the member can be found; This gives an important conclusion: Since static members are not associated with any object so a pointer to a member CANNOT point to a static member(data or functions) whatsoever
Consider the following:
class x {
public:
int val;
x(int i) { val = i;}
int get_val() { return val; }
int d_val(int i) {return i+i; }
};
int main() {
int (x::* data) = &x::val; //pointer to data member
int (x::* func)(int) = &x::d_val; //pointer to function member
x ob1(1), ob2(2);
cout <<ob1.*data;
cout <<ob2.*data;
cout <<(ob1.*func)(ob1.*data);
cout <<(ob2.*func)(ob2.*data);
return 0;
}
Source: The Complete Reference C++ - Herbert Schildt 4th Edition
Here is an example where pointer to data members could be useful:
#include <iostream>
#include <list>
#include <string>
template <typename Container, typename T, typename DataPtr>
typename Container::value_type searchByDataMember (const Container& container, const T& t, DataPtr ptr) {
for (const typename Container::value_type& x : container) {
if (x->*ptr == t)
return x;
}
return typename Container::value_type{};
}
struct Object {
int ID, value;
std::string name;
Object (int i, int v, const std::string& n) : ID(i), value(v), name(n) {}
};
std::list<Object*> objects { new Object(5,6,"Sam"), new Object(11,7,"Mark"), new Object(9,12,"Rob"),
new Object(2,11,"Tom"), new Object(15,16,"John") };
int main() {
const Object* object = searchByDataMember (objects, 11, &Object::value);
std::cout << object->name << '\n'; // Tom
}
Suppose you have a structure. Inside of that structure are
* some sort of name
* two variables of the same type but with different meaning
struct foo {
std::string a;
std::string b;
};
Okay, now let's say you have a bunch of foos in a container:
// key: some sort of name, value: a foo instance
std::map<std::string, foo> container;
Okay, now suppose you load the data from separate sources, but the data is presented in the same fashion (eg, you need the same parsing method).
You could do something like this:
void readDataFromText(std::istream & input, std::map<std::string, foo> & container, std::string foo::*storage) {
std::string line, name, value;
// while lines are successfully retrieved
while (std::getline(input, line)) {
std::stringstream linestr(line);
if ( line.empty() ) {
continue;
}
// retrieve name and value
linestr >> name >> value;
// store value into correct storage, whichever one is correct
container[name].*storage = value;
}
}
std::map<std::string, foo> readValues() {
std::map<std::string, foo> foos;
std::ifstream a("input-a");
readDataFromText(a, foos, &foo::a);
std::ifstream b("input-b");
readDataFromText(b, foos, &foo::b);
return foos;
}
At this point, calling readValues() will return a container with a unison of "input-a" and "input-b"; all keys will be present, and foos with have either a or b or both.
Just to add some use cases for #anon's & #Oktalist's answer, here's a great reading material about pointer-to-member-function and pointer-to-member-data.
https://www.dre.vanderbilt.edu/~schmidt/PDF/C++-ptmf4.pdf
with pointer to member, we can write generic code like this
template<typename T, typename U>
struct alpha{
T U::*p_some_member;
};
struct beta{
int foo;
};
int main()
{
beta b{};
alpha<int, beta> a{&beta::foo};
b.*(a.p_some_member) = 4;
return 0;
}
I love the * and & operators:
struct X
{
int a {0};
int *ptr {NULL};
int &fa() { return a; }
int *&fptr() { return ptr; }
};
int main(void)
{
X x;
int X::*p1 = &X::a; // pointer-to-member 'int X::a'. Type of p1 = 'int X::*'
x.*p1 = 10;
int *X::*p2 = &X::ptr; // pointer-to-member-pointer 'int *X::ptr'. Type of p2 = 'int *X::*'
x.*p2 = nullptr;
X *xx;
xx->*p2 = nullptr;
int& (X::*p3)() = X::fa; // pointer-to-member-function 'X::fa'. Type of p3 = 'int &(X::*)()'
(x.*p3)() = 20;
(xx->*p3)() = 30;
int *&(X::*p4)() = X::fptr; // pointer-to-member-function 'X::fptr'. Type of p4 = 'int *&(X::*)()'
(x.*p4)() = nullptr;
(xx->*p4)() = nullptr;
}
Indeed all is true as long as the members are public, or static
I think you'd only want to do this if the member data was pretty large (e.g., an object of another pretty hefty class), and you have some external routine which only works on references to objects of that class. You don't want to copy the member object, so this lets you pass it around.
A realworld example of a pointer-to-member could be a more narrow aliasing constructor for std::shared_ptr:
template <typename T>
template <typename U>
shared_ptr<T>::shared_ptr(const shared_ptr<U>, T U::*member);
What that constructor would be good for
assume you have a struct foo:
struct foo {
int ival;
float fval;
};
If you have given a shared_ptr to a foo, you could then retrieve shared_ptr's to its members ival or fval using that constructor:
auto foo_shared = std::make_shared<foo>();
auto ival_shared = std::shared_ptr<int>(foo_shared, &foo::ival);
This would be useful if want to pass the pointer foo_shared->ival to some function which expects a shared_ptr
https://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
Pointer to members are C++'s type safe equivalent for C's offsetof(), which is defined in stddef.h: Both return the information, where a certain field is located within a class or struct. While offsetof() may be used with certain simple enough classes also in C++, it fails miserably for the general case, especially with virtual base classes. So pointer to members were added to the standard. They also provide easier syntax to reference an actual field:
struct C { int a; int b; } c;
int C::* intptr = &C::a; // or &C::b, depending on the field wanted
c.*intptr += 1;
is much easier than:
struct C { int a; int b; } c;
int intoffset = offsetof(struct C, a);
* (int *) (((char *) (void *) &c) + intoffset) += 1;
As to why one wants to use offsetof() (or pointer to members), there are good answers elsewhere on stackoverflow. One example is here: How does the C offsetof macro work?
Related
I came across this strange code snippet which compiles fine:
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
return 0;
}
Why does C++ have this pointer to a non-static data member of a class? What is the use of this strange pointer in real code?
It's a "pointer to member" - the following code illustrates its use:
#include <iostream>
using namespace std;
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
Car c1;
c1.speed = 1; // direct access
cout << "speed is " << c1.speed << endl;
c1.*pSpeed = 2; // access via pointer to member
cout << "speed is " << c1.speed << endl;
return 0;
}
As to why you would want to do that, well it gives you another level of indirection that can solve some tricky problems. But to be honest, I've never had to use them in my own code.
Edit: I can't think off-hand of a convincing use for pointers to member data. Pointer to member functions can be used in pluggable architectures, but once again producing an example in a small space defeats me. The following is my best (untested) try - an Apply function that would do some pre &post processing before applying a user-selected member function to an object:
void Apply( SomeClass * c, void (SomeClass::*func)() ) {
// do hefty pre-call processing
(c->*func)(); // call user specified function
// do hefty post-call processing
}
The parentheses around c->*func are necessary because the ->* operator has lower precedence than the function call operator.
This is the simplest example I can think of that conveys the rare cases where this feature is pertinent:
#include <iostream>
class bowl {
public:
int apples;
int oranges;
};
int count_fruit(bowl * begin, bowl * end, int bowl::*fruit)
{
int count = 0;
for (bowl * iterator = begin; iterator != end; ++ iterator)
count += iterator->*fruit;
return count;
}
int main()
{
bowl bowls[2] = {
{ 1, 2 },
{ 3, 5 }
};
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::apples) << " apples\n";
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::oranges) << " oranges\n";
return 0;
}
The thing to note here is the pointer passed in to count_fruit. This saves you having to write separate count_apples and count_oranges functions.
Another application are intrusive lists. The element type can tell the list what its next/prev pointers are. So the list does not use hard-coded names but can still use existing pointers:
// say this is some existing structure. And we want to use
// a list. We can tell it that the next pointer
// is apple::next.
struct apple {
int data;
apple * next;
};
// simple example of a minimal intrusive list. Could specify the
// member pointer as template argument too, if we wanted:
// template<typename E, E *E::*next_ptr>
template<typename E>
struct List {
List(E *E::*next_ptr):head(0), next_ptr(next_ptr) { }
void add(E &e) {
// access its next pointer by the member pointer
e.*next_ptr = head;
head = &e;
}
E * head;
E *E::*next_ptr;
};
int main() {
List<apple> lst(&apple::next);
apple a;
lst.add(a);
}
Here's a real-world example I am working on right now, from signal processing / control systems:
Suppose you have some structure that represents the data you are collecting:
struct Sample {
time_t time;
double value1;
double value2;
double value3;
};
Now suppose that you stuff them into a vector:
std::vector<Sample> samples;
... fill the vector ...
Now suppose that you want to calculate some function (say the mean) of one of the variables over a range of samples, and you want to factor this mean calculation into a function. The pointer-to-member makes it easy:
double Mean(std::vector<Sample>::const_iterator begin,
std::vector<Sample>::const_iterator end,
double Sample::* var)
{
float mean = 0;
int samples = 0;
for(; begin != end; begin++) {
const Sample& s = *begin;
mean += s.*var;
samples++;
}
mean /= samples;
return mean;
}
...
double mean = Mean(samples.begin(), samples.end(), &Sample::value2);
Note Edited 2016/08/05 for a more concise template-function approach
And, of course, you can template it to compute a mean for any forward-iterator and any value type that supports addition with itself and division by size_t:
template<typename Titer, typename S>
S mean(Titer begin, const Titer& end, S std::iterator_traits<Titer>::value_type::* var) {
using T = typename std::iterator_traits<Titer>::value_type;
S sum = 0;
size_t samples = 0;
for( ; begin != end ; ++begin ) {
const T& s = *begin;
sum += s.*var;
samples++;
}
return sum / samples;
}
struct Sample {
double x;
}
std::vector<Sample> samples { {1.0}, {2.0}, {3.0} };
double m = mean(samples.begin(), samples.end(), &Sample::x);
EDIT - The above code has performance implications
You should note, as I soon discovered, that the code above has some serious performance implications. The summary is that if you're calculating a summary statistic on a time series, or calculating an FFT etc, then you should store the values for each variable contiguously in memory. Otherwise, iterating over the series will cause a cache miss for every value retrieved.
Consider the performance of this code:
struct Sample {
float w, x, y, z;
};
std::vector<Sample> series = ...;
float sum = 0;
int samples = 0;
for(auto it = series.begin(); it != series.end(); it++) {
sum += *it.x;
samples++;
}
float mean = sum / samples;
On many architectures, one instance of Sample will fill a cache line. So on each iteration of the loop, one sample will be pulled from memory into the cache. 4 bytes from the cache line will be used and the rest thrown away, and the next iteration will result in another cache miss, memory access and so on.
Much better to do this:
struct Samples {
std::vector<float> w, x, y, z;
};
Samples series = ...;
float sum = 0;
float samples = 0;
for(auto it = series.x.begin(); it != series.x.end(); it++) {
sum += *it;
samples++;
}
float mean = sum / samples;
Now when the first x value is loaded from memory, the next three will also be loaded into the cache (supposing suitable alignment), meaning you don't need any values loaded for the next three iterations.
The above algorithm can be improved somewhat further through the use of SIMD instructions on eg SSE2 architectures. However, these work much better if the values are all contiguous in memory and you can use a single instruction to load four samples together (more in later SSE versions).
YMMV - design your data structures to suit your algorithm.
You can later access this member, on any instance:
int main()
{
int Car::*pSpeed = &Car::speed;
Car myCar;
Car yourCar;
int mySpeed = myCar.*pSpeed;
int yourSpeed = yourCar.*pSpeed;
assert(mySpeed > yourSpeed); // ;-)
return 0;
}
Note that you do need an instance to call it on, so it does not work like a delegate.
It is used rarely, I've needed it maybe once or twice in all my years.
Normally using an interface (i.e. a pure base class in C++) is the better design choice.
IBM has some more documentation on how to use this. Briefly, you're using the pointer as an offset into the class. You can't use these pointers apart from the class they refer to, so:
int Car::*pSpeed = &Car::speed;
Car mycar;
mycar.*pSpeed = 65;
It seems a little obscure, but one possible application is if you're trying to write code for deserializing generic data into many different object types, and your code needs to handle object types that it knows absolutely nothing about (for example, your code is in a library, and the objects into which you deserialize were created by a user of your library). The member pointers give you a generic, semi-legible way of referring to the individual data member offsets, without having to resort to typeless void * tricks the way you might for C structs.
It makes it possible to bind member variables and functions in the uniform manner. The following is example with your Car class. More common usage would be binding std::pair::first and ::second when using in STL algorithms and Boost on a map.
#include <list>
#include <algorithm>
#include <iostream>
#include <iterator>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
class Car {
public:
Car(int s): speed(s) {}
void drive() {
std::cout << "Driving at " << speed << " km/h" << std::endl;
}
int speed;
};
int main() {
using namespace std;
using namespace boost::lambda;
list<Car> l;
l.push_back(Car(10));
l.push_back(Car(140));
l.push_back(Car(130));
l.push_back(Car(60));
// Speeding cars
list<Car> s;
// Binding a value to a member variable.
// Find all cars with speed over 60 km/h.
remove_copy_if(l.begin(), l.end(),
back_inserter(s),
bind(&Car::speed, _1) <= 60);
// Binding a value to a member function.
// Call a function on each car.
for_each(s.begin(), s.end(), bind(&Car::drive, _1));
return 0;
}
You can use an array of pointer to (homogeneous) member data to enable a dual, named-member (i.e. x.data) and array-subscript (i.e. x[idx]) interface.
#include <cassert>
#include <cstddef>
struct vector3 {
float x;
float y;
float z;
float& operator[](std::size_t idx) {
static float vector3::*component[3] = {
&vector3::x, &vector3::y, &vector3::z
};
return this->*component[idx];
}
};
int main()
{
vector3 v = { 0.0f, 1.0f, 2.0f };
assert(&v[0] == &v.x);
assert(&v[1] == &v.y);
assert(&v[2] == &v.z);
for (std::size_t i = 0; i < 3; ++i) {
v[i] += 1.0f;
}
assert(v.x == 1.0f);
assert(v.y == 2.0f);
assert(v.z == 3.0f);
return 0;
}
One way I've used it is if I have two implementations of how to do something in a class and I want to choose one at run-time without having to continually go through an if statement i.e.
class Algorithm
{
public:
Algorithm() : m_impFn( &Algorithm::implementationA ) {}
void frequentlyCalled()
{
// Avoid if ( using A ) else if ( using B ) type of thing
(this->*m_impFn)();
}
private:
void implementationA() { /*...*/ }
void implementationB() { /*...*/ }
typedef void ( Algorithm::*IMP_FN ) ();
IMP_FN m_impFn;
};
Obviously this is only practically useful if you feel the code is being hammered enough that the if statement is slowing things done eg. deep in the guts of some intensive algorithm somewhere. I still think it's more elegant than the if statement even in situations where it has no practical use but that's just my opnion.
Pointers to classes are not real pointers; a class is a logical construct and has no physical existence in memory, however, when you construct a pointer to a member of a class it gives an offset into an object of the member's class where the member can be found; This gives an important conclusion: Since static members are not associated with any object so a pointer to a member CANNOT point to a static member(data or functions) whatsoever
Consider the following:
class x {
public:
int val;
x(int i) { val = i;}
int get_val() { return val; }
int d_val(int i) {return i+i; }
};
int main() {
int (x::* data) = &x::val; //pointer to data member
int (x::* func)(int) = &x::d_val; //pointer to function member
x ob1(1), ob2(2);
cout <<ob1.*data;
cout <<ob2.*data;
cout <<(ob1.*func)(ob1.*data);
cout <<(ob2.*func)(ob2.*data);
return 0;
}
Source: The Complete Reference C++ - Herbert Schildt 4th Edition
Here is an example where pointer to data members could be useful:
#include <iostream>
#include <list>
#include <string>
template <typename Container, typename T, typename DataPtr>
typename Container::value_type searchByDataMember (const Container& container, const T& t, DataPtr ptr) {
for (const typename Container::value_type& x : container) {
if (x->*ptr == t)
return x;
}
return typename Container::value_type{};
}
struct Object {
int ID, value;
std::string name;
Object (int i, int v, const std::string& n) : ID(i), value(v), name(n) {}
};
std::list<Object*> objects { new Object(5,6,"Sam"), new Object(11,7,"Mark"), new Object(9,12,"Rob"),
new Object(2,11,"Tom"), new Object(15,16,"John") };
int main() {
const Object* object = searchByDataMember (objects, 11, &Object::value);
std::cout << object->name << '\n'; // Tom
}
Suppose you have a structure. Inside of that structure are
* some sort of name
* two variables of the same type but with different meaning
struct foo {
std::string a;
std::string b;
};
Okay, now let's say you have a bunch of foos in a container:
// key: some sort of name, value: a foo instance
std::map<std::string, foo> container;
Okay, now suppose you load the data from separate sources, but the data is presented in the same fashion (eg, you need the same parsing method).
You could do something like this:
void readDataFromText(std::istream & input, std::map<std::string, foo> & container, std::string foo::*storage) {
std::string line, name, value;
// while lines are successfully retrieved
while (std::getline(input, line)) {
std::stringstream linestr(line);
if ( line.empty() ) {
continue;
}
// retrieve name and value
linestr >> name >> value;
// store value into correct storage, whichever one is correct
container[name].*storage = value;
}
}
std::map<std::string, foo> readValues() {
std::map<std::string, foo> foos;
std::ifstream a("input-a");
readDataFromText(a, foos, &foo::a);
std::ifstream b("input-b");
readDataFromText(b, foos, &foo::b);
return foos;
}
At this point, calling readValues() will return a container with a unison of "input-a" and "input-b"; all keys will be present, and foos with have either a or b or both.
Just to add some use cases for #anon's & #Oktalist's answer, here's a great reading material about pointer-to-member-function and pointer-to-member-data.
https://www.dre.vanderbilt.edu/~schmidt/PDF/C++-ptmf4.pdf
with pointer to member, we can write generic code like this
template<typename T, typename U>
struct alpha{
T U::*p_some_member;
};
struct beta{
int foo;
};
int main()
{
beta b{};
alpha<int, beta> a{&beta::foo};
b.*(a.p_some_member) = 4;
return 0;
}
I love the * and & operators:
struct X
{
int a {0};
int *ptr {NULL};
int &fa() { return a; }
int *&fptr() { return ptr; }
};
int main(void)
{
X x;
int X::*p1 = &X::a; // pointer-to-member 'int X::a'. Type of p1 = 'int X::*'
x.*p1 = 10;
int *X::*p2 = &X::ptr; // pointer-to-member-pointer 'int *X::ptr'. Type of p2 = 'int *X::*'
x.*p2 = nullptr;
X *xx;
xx->*p2 = nullptr;
int& (X::*p3)() = X::fa; // pointer-to-member-function 'X::fa'. Type of p3 = 'int &(X::*)()'
(x.*p3)() = 20;
(xx->*p3)() = 30;
int *&(X::*p4)() = X::fptr; // pointer-to-member-function 'X::fptr'. Type of p4 = 'int *&(X::*)()'
(x.*p4)() = nullptr;
(xx->*p4)() = nullptr;
}
Indeed all is true as long as the members are public, or static
I think you'd only want to do this if the member data was pretty large (e.g., an object of another pretty hefty class), and you have some external routine which only works on references to objects of that class. You don't want to copy the member object, so this lets you pass it around.
A realworld example of a pointer-to-member could be a more narrow aliasing constructor for std::shared_ptr:
template <typename T>
template <typename U>
shared_ptr<T>::shared_ptr(const shared_ptr<U>, T U::*member);
What that constructor would be good for
assume you have a struct foo:
struct foo {
int ival;
float fval;
};
If you have given a shared_ptr to a foo, you could then retrieve shared_ptr's to its members ival or fval using that constructor:
auto foo_shared = std::make_shared<foo>();
auto ival_shared = std::shared_ptr<int>(foo_shared, &foo::ival);
This would be useful if want to pass the pointer foo_shared->ival to some function which expects a shared_ptr
https://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
Pointer to members are C++'s type safe equivalent for C's offsetof(), which is defined in stddef.h: Both return the information, where a certain field is located within a class or struct. While offsetof() may be used with certain simple enough classes also in C++, it fails miserably for the general case, especially with virtual base classes. So pointer to members were added to the standard. They also provide easier syntax to reference an actual field:
struct C { int a; int b; } c;
int C::* intptr = &C::a; // or &C::b, depending on the field wanted
c.*intptr += 1;
is much easier than:
struct C { int a; int b; } c;
int intoffset = offsetof(struct C, a);
* (int *) (((char *) (void *) &c) + intoffset) += 1;
As to why one wants to use offsetof() (or pointer to members), there are good answers elsewhere on stackoverflow. One example is here: How does the C offsetof macro work?
I came across this strange code snippet which compiles fine:
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
return 0;
}
Why does C++ have this pointer to a non-static data member of a class? What is the use of this strange pointer in real code?
It's a "pointer to member" - the following code illustrates its use:
#include <iostream>
using namespace std;
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
Car c1;
c1.speed = 1; // direct access
cout << "speed is " << c1.speed << endl;
c1.*pSpeed = 2; // access via pointer to member
cout << "speed is " << c1.speed << endl;
return 0;
}
As to why you would want to do that, well it gives you another level of indirection that can solve some tricky problems. But to be honest, I've never had to use them in my own code.
Edit: I can't think off-hand of a convincing use for pointers to member data. Pointer to member functions can be used in pluggable architectures, but once again producing an example in a small space defeats me. The following is my best (untested) try - an Apply function that would do some pre &post processing before applying a user-selected member function to an object:
void Apply( SomeClass * c, void (SomeClass::*func)() ) {
// do hefty pre-call processing
(c->*func)(); // call user specified function
// do hefty post-call processing
}
The parentheses around c->*func are necessary because the ->* operator has lower precedence than the function call operator.
This is the simplest example I can think of that conveys the rare cases where this feature is pertinent:
#include <iostream>
class bowl {
public:
int apples;
int oranges;
};
int count_fruit(bowl * begin, bowl * end, int bowl::*fruit)
{
int count = 0;
for (bowl * iterator = begin; iterator != end; ++ iterator)
count += iterator->*fruit;
return count;
}
int main()
{
bowl bowls[2] = {
{ 1, 2 },
{ 3, 5 }
};
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::apples) << " apples\n";
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::oranges) << " oranges\n";
return 0;
}
The thing to note here is the pointer passed in to count_fruit. This saves you having to write separate count_apples and count_oranges functions.
Another application are intrusive lists. The element type can tell the list what its next/prev pointers are. So the list does not use hard-coded names but can still use existing pointers:
// say this is some existing structure. And we want to use
// a list. We can tell it that the next pointer
// is apple::next.
struct apple {
int data;
apple * next;
};
// simple example of a minimal intrusive list. Could specify the
// member pointer as template argument too, if we wanted:
// template<typename E, E *E::*next_ptr>
template<typename E>
struct List {
List(E *E::*next_ptr):head(0), next_ptr(next_ptr) { }
void add(E &e) {
// access its next pointer by the member pointer
e.*next_ptr = head;
head = &e;
}
E * head;
E *E::*next_ptr;
};
int main() {
List<apple> lst(&apple::next);
apple a;
lst.add(a);
}
Here's a real-world example I am working on right now, from signal processing / control systems:
Suppose you have some structure that represents the data you are collecting:
struct Sample {
time_t time;
double value1;
double value2;
double value3;
};
Now suppose that you stuff them into a vector:
std::vector<Sample> samples;
... fill the vector ...
Now suppose that you want to calculate some function (say the mean) of one of the variables over a range of samples, and you want to factor this mean calculation into a function. The pointer-to-member makes it easy:
double Mean(std::vector<Sample>::const_iterator begin,
std::vector<Sample>::const_iterator end,
double Sample::* var)
{
float mean = 0;
int samples = 0;
for(; begin != end; begin++) {
const Sample& s = *begin;
mean += s.*var;
samples++;
}
mean /= samples;
return mean;
}
...
double mean = Mean(samples.begin(), samples.end(), &Sample::value2);
Note Edited 2016/08/05 for a more concise template-function approach
And, of course, you can template it to compute a mean for any forward-iterator and any value type that supports addition with itself and division by size_t:
template<typename Titer, typename S>
S mean(Titer begin, const Titer& end, S std::iterator_traits<Titer>::value_type::* var) {
using T = typename std::iterator_traits<Titer>::value_type;
S sum = 0;
size_t samples = 0;
for( ; begin != end ; ++begin ) {
const T& s = *begin;
sum += s.*var;
samples++;
}
return sum / samples;
}
struct Sample {
double x;
}
std::vector<Sample> samples { {1.0}, {2.0}, {3.0} };
double m = mean(samples.begin(), samples.end(), &Sample::x);
EDIT - The above code has performance implications
You should note, as I soon discovered, that the code above has some serious performance implications. The summary is that if you're calculating a summary statistic on a time series, or calculating an FFT etc, then you should store the values for each variable contiguously in memory. Otherwise, iterating over the series will cause a cache miss for every value retrieved.
Consider the performance of this code:
struct Sample {
float w, x, y, z;
};
std::vector<Sample> series = ...;
float sum = 0;
int samples = 0;
for(auto it = series.begin(); it != series.end(); it++) {
sum += *it.x;
samples++;
}
float mean = sum / samples;
On many architectures, one instance of Sample will fill a cache line. So on each iteration of the loop, one sample will be pulled from memory into the cache. 4 bytes from the cache line will be used and the rest thrown away, and the next iteration will result in another cache miss, memory access and so on.
Much better to do this:
struct Samples {
std::vector<float> w, x, y, z;
};
Samples series = ...;
float sum = 0;
float samples = 0;
for(auto it = series.x.begin(); it != series.x.end(); it++) {
sum += *it;
samples++;
}
float mean = sum / samples;
Now when the first x value is loaded from memory, the next three will also be loaded into the cache (supposing suitable alignment), meaning you don't need any values loaded for the next three iterations.
The above algorithm can be improved somewhat further through the use of SIMD instructions on eg SSE2 architectures. However, these work much better if the values are all contiguous in memory and you can use a single instruction to load four samples together (more in later SSE versions).
YMMV - design your data structures to suit your algorithm.
You can later access this member, on any instance:
int main()
{
int Car::*pSpeed = &Car::speed;
Car myCar;
Car yourCar;
int mySpeed = myCar.*pSpeed;
int yourSpeed = yourCar.*pSpeed;
assert(mySpeed > yourSpeed); // ;-)
return 0;
}
Note that you do need an instance to call it on, so it does not work like a delegate.
It is used rarely, I've needed it maybe once or twice in all my years.
Normally using an interface (i.e. a pure base class in C++) is the better design choice.
IBM has some more documentation on how to use this. Briefly, you're using the pointer as an offset into the class. You can't use these pointers apart from the class they refer to, so:
int Car::*pSpeed = &Car::speed;
Car mycar;
mycar.*pSpeed = 65;
It seems a little obscure, but one possible application is if you're trying to write code for deserializing generic data into many different object types, and your code needs to handle object types that it knows absolutely nothing about (for example, your code is in a library, and the objects into which you deserialize were created by a user of your library). The member pointers give you a generic, semi-legible way of referring to the individual data member offsets, without having to resort to typeless void * tricks the way you might for C structs.
It makes it possible to bind member variables and functions in the uniform manner. The following is example with your Car class. More common usage would be binding std::pair::first and ::second when using in STL algorithms and Boost on a map.
#include <list>
#include <algorithm>
#include <iostream>
#include <iterator>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
class Car {
public:
Car(int s): speed(s) {}
void drive() {
std::cout << "Driving at " << speed << " km/h" << std::endl;
}
int speed;
};
int main() {
using namespace std;
using namespace boost::lambda;
list<Car> l;
l.push_back(Car(10));
l.push_back(Car(140));
l.push_back(Car(130));
l.push_back(Car(60));
// Speeding cars
list<Car> s;
// Binding a value to a member variable.
// Find all cars with speed over 60 km/h.
remove_copy_if(l.begin(), l.end(),
back_inserter(s),
bind(&Car::speed, _1) <= 60);
// Binding a value to a member function.
// Call a function on each car.
for_each(s.begin(), s.end(), bind(&Car::drive, _1));
return 0;
}
You can use an array of pointer to (homogeneous) member data to enable a dual, named-member (i.e. x.data) and array-subscript (i.e. x[idx]) interface.
#include <cassert>
#include <cstddef>
struct vector3 {
float x;
float y;
float z;
float& operator[](std::size_t idx) {
static float vector3::*component[3] = {
&vector3::x, &vector3::y, &vector3::z
};
return this->*component[idx];
}
};
int main()
{
vector3 v = { 0.0f, 1.0f, 2.0f };
assert(&v[0] == &v.x);
assert(&v[1] == &v.y);
assert(&v[2] == &v.z);
for (std::size_t i = 0; i < 3; ++i) {
v[i] += 1.0f;
}
assert(v.x == 1.0f);
assert(v.y == 2.0f);
assert(v.z == 3.0f);
return 0;
}
One way I've used it is if I have two implementations of how to do something in a class and I want to choose one at run-time without having to continually go through an if statement i.e.
class Algorithm
{
public:
Algorithm() : m_impFn( &Algorithm::implementationA ) {}
void frequentlyCalled()
{
// Avoid if ( using A ) else if ( using B ) type of thing
(this->*m_impFn)();
}
private:
void implementationA() { /*...*/ }
void implementationB() { /*...*/ }
typedef void ( Algorithm::*IMP_FN ) ();
IMP_FN m_impFn;
};
Obviously this is only practically useful if you feel the code is being hammered enough that the if statement is slowing things done eg. deep in the guts of some intensive algorithm somewhere. I still think it's more elegant than the if statement even in situations where it has no practical use but that's just my opnion.
Pointers to classes are not real pointers; a class is a logical construct and has no physical existence in memory, however, when you construct a pointer to a member of a class it gives an offset into an object of the member's class where the member can be found; This gives an important conclusion: Since static members are not associated with any object so a pointer to a member CANNOT point to a static member(data or functions) whatsoever
Consider the following:
class x {
public:
int val;
x(int i) { val = i;}
int get_val() { return val; }
int d_val(int i) {return i+i; }
};
int main() {
int (x::* data) = &x::val; //pointer to data member
int (x::* func)(int) = &x::d_val; //pointer to function member
x ob1(1), ob2(2);
cout <<ob1.*data;
cout <<ob2.*data;
cout <<(ob1.*func)(ob1.*data);
cout <<(ob2.*func)(ob2.*data);
return 0;
}
Source: The Complete Reference C++ - Herbert Schildt 4th Edition
Here is an example where pointer to data members could be useful:
#include <iostream>
#include <list>
#include <string>
template <typename Container, typename T, typename DataPtr>
typename Container::value_type searchByDataMember (const Container& container, const T& t, DataPtr ptr) {
for (const typename Container::value_type& x : container) {
if (x->*ptr == t)
return x;
}
return typename Container::value_type{};
}
struct Object {
int ID, value;
std::string name;
Object (int i, int v, const std::string& n) : ID(i), value(v), name(n) {}
};
std::list<Object*> objects { new Object(5,6,"Sam"), new Object(11,7,"Mark"), new Object(9,12,"Rob"),
new Object(2,11,"Tom"), new Object(15,16,"John") };
int main() {
const Object* object = searchByDataMember (objects, 11, &Object::value);
std::cout << object->name << '\n'; // Tom
}
Suppose you have a structure. Inside of that structure are
* some sort of name
* two variables of the same type but with different meaning
struct foo {
std::string a;
std::string b;
};
Okay, now let's say you have a bunch of foos in a container:
// key: some sort of name, value: a foo instance
std::map<std::string, foo> container;
Okay, now suppose you load the data from separate sources, but the data is presented in the same fashion (eg, you need the same parsing method).
You could do something like this:
void readDataFromText(std::istream & input, std::map<std::string, foo> & container, std::string foo::*storage) {
std::string line, name, value;
// while lines are successfully retrieved
while (std::getline(input, line)) {
std::stringstream linestr(line);
if ( line.empty() ) {
continue;
}
// retrieve name and value
linestr >> name >> value;
// store value into correct storage, whichever one is correct
container[name].*storage = value;
}
}
std::map<std::string, foo> readValues() {
std::map<std::string, foo> foos;
std::ifstream a("input-a");
readDataFromText(a, foos, &foo::a);
std::ifstream b("input-b");
readDataFromText(b, foos, &foo::b);
return foos;
}
At this point, calling readValues() will return a container with a unison of "input-a" and "input-b"; all keys will be present, and foos with have either a or b or both.
Just to add some use cases for #anon's & #Oktalist's answer, here's a great reading material about pointer-to-member-function and pointer-to-member-data.
https://www.dre.vanderbilt.edu/~schmidt/PDF/C++-ptmf4.pdf
with pointer to member, we can write generic code like this
template<typename T, typename U>
struct alpha{
T U::*p_some_member;
};
struct beta{
int foo;
};
int main()
{
beta b{};
alpha<int, beta> a{&beta::foo};
b.*(a.p_some_member) = 4;
return 0;
}
I love the * and & operators:
struct X
{
int a {0};
int *ptr {NULL};
int &fa() { return a; }
int *&fptr() { return ptr; }
};
int main(void)
{
X x;
int X::*p1 = &X::a; // pointer-to-member 'int X::a'. Type of p1 = 'int X::*'
x.*p1 = 10;
int *X::*p2 = &X::ptr; // pointer-to-member-pointer 'int *X::ptr'. Type of p2 = 'int *X::*'
x.*p2 = nullptr;
X *xx;
xx->*p2 = nullptr;
int& (X::*p3)() = X::fa; // pointer-to-member-function 'X::fa'. Type of p3 = 'int &(X::*)()'
(x.*p3)() = 20;
(xx->*p3)() = 30;
int *&(X::*p4)() = X::fptr; // pointer-to-member-function 'X::fptr'. Type of p4 = 'int *&(X::*)()'
(x.*p4)() = nullptr;
(xx->*p4)() = nullptr;
}
Indeed all is true as long as the members are public, or static
I think you'd only want to do this if the member data was pretty large (e.g., an object of another pretty hefty class), and you have some external routine which only works on references to objects of that class. You don't want to copy the member object, so this lets you pass it around.
A realworld example of a pointer-to-member could be a more narrow aliasing constructor for std::shared_ptr:
template <typename T>
template <typename U>
shared_ptr<T>::shared_ptr(const shared_ptr<U>, T U::*member);
What that constructor would be good for
assume you have a struct foo:
struct foo {
int ival;
float fval;
};
If you have given a shared_ptr to a foo, you could then retrieve shared_ptr's to its members ival or fval using that constructor:
auto foo_shared = std::make_shared<foo>();
auto ival_shared = std::shared_ptr<int>(foo_shared, &foo::ival);
This would be useful if want to pass the pointer foo_shared->ival to some function which expects a shared_ptr
https://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
Pointer to members are C++'s type safe equivalent for C's offsetof(), which is defined in stddef.h: Both return the information, where a certain field is located within a class or struct. While offsetof() may be used with certain simple enough classes also in C++, it fails miserably for the general case, especially with virtual base classes. So pointer to members were added to the standard. They also provide easier syntax to reference an actual field:
struct C { int a; int b; } c;
int C::* intptr = &C::a; // or &C::b, depending on the field wanted
c.*intptr += 1;
is much easier than:
struct C { int a; int b; } c;
int intoffset = offsetof(struct C, a);
* (int *) (((char *) (void *) &c) + intoffset) += 1;
As to why one wants to use offsetof() (or pointer to members), there are good answers elsewhere on stackoverflow. One example is here: How does the C offsetof macro work?
Not to sure how to name this question because the problem itself is looking for a construct of which I don´t know its name.
The problem is I am dealing with programs whose control flow depends greatly of data.
For example I created a MIPS simulator which implemented a list of more than 50 instructions, each implemented on its own and everything governed by a huge switch case
switch (function){ //Function is an int, each function (eg SLL) is
case 0: //associated with one
if (state->debug_level > 0){
fprintf(state->debug_out, "SLL\n");
}
step_err = SLL(state, rs, rt, rd, sa);
break;
case 2:
if (state->debug_level > 0){
fprintf(state->debug_out, "SRL\n");
}
step_err = SRL(state, rs, rt, rd, sa);
break;
case 3:
if (state->debug_level > 0){
fprintf(state->debug_out, "SRA\n");
}
//
I have been told that this could have been implemented using function pointers, but to do so what I am looking for is a way of relating data of any kind, say a string to other data, say an integer. I am aware of maps but wouldn't want to push back each pair. I am looking for some sort of array like syntax I think if seen before which might look something similar to this:
¿type? function_codes[]{
0, "SLL";
2, "SRL";
3, "SRA";
...
}
I am not looking for a solution to this problem but a generic approach to introducing quick relationships between data and using this to modify control flow.
EDIT AFTER ANSWERS
What I was actually looking for but I didnt know was indeed maps but in particular its initialization syntax similar to an array (see accepted answer). This used with function pointers did the required job.
As you guessed, function pointers are in fact a good way to do this. Since you specify that you don't want to use a Map, this is how you would implement your integer-based function dispatch using an array of function pointers. Note that since I don't know the type signature of your MIPS functions (SLL, SRL, etc.) I've used dummy placeholder type names.
typedef ret_t (*mips_func)(arg1_t, arg2_t, arg3_t, arg4_t, arg5_t);
mips_func function_codes[] = {
&SLL,
&SRL,
&SRA,
...
};
//...Later, in the part of your code that used to contain the big switch statement
step_err = (*function_codes[function])(state, rs, rt, rd, sa);
The syntax &SLL gets a pointer to the function SLL, which I assume is already in scope because you can call it directly from your switch statement.
Note that this assumes the numeric codes for the functions are a continuous sequence of integers from 0 to [max code value]. If some numeric codes are unused, then you will either need to leave explicit gaps in your array (by placing a NULL pointer in one or more entries) or use std::map<int, mips_func> so that you can use arbitrary non-continuous integer values as keys to functions. Fortunately, using a Map still doesn't require push_backing each element, since C++ now has initializer lists. The same code using a Map would look like this:
typedef ret_t (*mips_func)(arg1_t, arg2_t, arg3_t, arg4_t, arg5_t);
std::map<int, mips_func> function_codes = {
{0, &SLL},
{2, &SRL},
{4, &SRA},
...
};
//Using the Map looks exactly the same, due to its overloaded operator[]
step_err = (*function_codes[function])(state, rs, rt, rd, sa);
For simplify you can use associative containers. If the order is important then use std::map, or std::unordered_map in the other case.
And you can use syntax similar to the desired
std::map<size_t, std::string> codes_map = decltype(codes_map) {
{ 0, "val1" },
{ 1, "val2" }
};
You could group the data as static members w/ the same name across structs, then use templates to access them generically:
struct A { auto call() const { return "((1))"; }; static const char * name; };
struct B { auto call() const { return "{{2}}"; }; static const char * name; };
struct C { auto call() const { return "<<3>>"; }; static const char * name; };
// n.b. these `T...` have: `sizeof(T) == ... == sizeof(empty_struct)`
const char * A::name = "A";
const char * B::name = "B";
const char * C::name = "C";
boost::variant (and the soon to be implemented std::variant) implements a type-safe union, which provides a very clean and efficient way of using these structs as values:
#include <cstdio>
#include <vector>
#include <boost/variant.hpp>
int main()
{
std::vector<boost::variant<A, B, C>> letters{A{}, B{}, C{}, B{}, A{}};
auto visitor = [](auto x) { std::printf("%s(): %s\n", x.name, x.call()); };
for (auto var : letters) { boost::apply_visitor(visitor, var); }
}
Demo
It seems like you have two problems: the flow-control issue (dispatch) and the map issue (an implementation note). I get that the program flow is nonstatic and unknowable at compile-time… but so is the map static? For static maps I get a lot of mileage out of using a traits-ish approach to create a compile-time mapping. Here’s a quick example mapping file suffixes to Objective-C enum constants:
namespace objc {
namespace image {
template <std::size_t N> inline
constexpr std::size_t static_strlen(char const (&)[N]) { return N; }
template <NSBitmapImageFileType t>
struct suffix_t;
#define DEFINE_SUFFIX(endstring, nstype) \
template <> \
struct suffix_t<nstype> { \
static constexpr std::size_t N = static_strlen(endstring); \
static constexpr char const str[N] = endstring; \
static constexpr NSBitmapImageFileType type = nstype; \
};
DEFINE_SUFFIX("tiff", NSTIFFFileType);
DEFINE_SUFFIX("bmp", NSBMPFileType);
DEFINE_SUFFIX("gif", NSGIFFileType);
DEFINE_SUFFIX("jpg", NSJPEGFileType);
DEFINE_SUFFIX("png", NSPNGFileType);
DEFINE_SUFFIX("jp2", NSJPEG2000FileType);
template <NSBitmapImageFileType nstype>
char const* suffix_value = suffix_t<nstype>::str;
}
}
… see how that works? the nice part is that using it has no runtime overhead, which if your map is static, you can use something like that.
For dynamic flow-control and dispatch, function pointers work; that is what happens automatically if you use polymorphic classes and virtual functions but it seems like you have an architecture in place already that may not be amenable to being redone with such high-modernist architectural notions. I like c++11 lambdas as they solve like 90% of my problems in this arena. Perhaps you can elablrate (I will amend my answer)!
If you only have a small number of indices to support, from 0 to 50, you'll get the best performance if you put your function pointers in an array and not a map.
The syntax is also short:
#include <iostream>
#include <functional>
static void f0() {
std::cout << "f0\n";
}
static void f1() {
std::cout << "f1\n";
}
void main()
{
std::function<void()> f[2] = { f0, f1 };
f[0](); // prints "f0"
f[1](); // prints "f1"
}
Or, if you prefer classes over functions:
#include "stdafx.h"
#include <iostream>
class myfunc {
public:
virtual void run() abstract;
virtual ~myfunc() {}
};
class f0 : public myfunc {
public:
virtual void run() {
std::cout << "f0\n";
}
};
class f1 : public myfunc {
public:
virtual void run() {
std::cout << "f1\n";
}
};
void main()
{
myfunc* f[2] = { new f0(), new f1() };
f[0]->run(); // prints "f0"
f[1]->run(); // prints "f1"
for (int i = 0; i < sizeof(f) / sizeof(f[0]); ++i)
delete f[i];
}
Given some definitions
#include <iostream>
#include <iterator>
#include <algorithm>
#include <stdexcept>
#include <map>
using namespace std;
struct state{
int debug_level = 1;
const char* debug_out = "%s";
} s;
// some functions to call
void SLL(state& s, int, int, int, int){
cout << "SLL";
}
void SLR(state& s, int, int, int, int){
cout << "SLR";
}
void SLT(state& s, int, int, int, int){
cout << "SLT";
}
You can use a Map
auto mappedname2fn = map<string, delctype(SLL)*>{
{"SLL", SLL},
{"SLR", SLR}
};
// call a map function
mappedname2fn["SLR"](s, 1, 2, 3, 4);
If you don't want a map you can use a pre-sorted array for a binary search
Here's a binary search of an array of name, function pairs
template<typename P, int N, typename ...T>
auto callFn(P(&a)[N], string val, T&&... params){
auto it = lower_bound(a, a+N, make_pair(val, nullptr),
[](auto& p1, auto& p2){return p1.first < p2.first;});
if(it==(a+N) || val<it->first) throw logic_error("not found");
return it->second(forward<T>(params)...);
}
So you can set up an array and use that:-
// array sorted in alphabetical order for binary search to work
pair<string, decltype(SLL)*> name2fn[] = {
{"SLL", SLL},
{"SLR", SLR},
{"SLT", SLT}
};
void callFn(string name, state& s, int a, int b, int c, int d){
try{
callFn(name2fn, name, s, a, b, c, d);
}
catch(exception& e){
cout << e.what();
}
}
// call it
callFn("SLL", s, 1, 2, 3, 4);
Is it possible to perform a unique string to int mapping at compile time?
Let's say I have a template like this for profiling:
template <int profilingID>
class Profile{
public:
Profile(){ /* start timer */ }
~Profile(){ /* stop timer */ }
};
which I place at the beginning of function calls like this:
void myFunction(){
Profile<0> profile_me;
/* some computations here */
}
Now I'm trying to do something like the following, which is not possible since string literals cannot be used as a template argument:
void myFunction(){
Profile<"myFunction"> profile_me; // or PROFILE("myFunction")
/* some computations here */
}
I could declare global variables to overcome this issue, but I think it would be more elegant to avoid previous declarations. A simple mapping of the form
”myFunction” → 0
”myFunction1” → 1
…
”myFunctionN” → N
would be sufficient. But to this point neither using constexpr, template meta-programming nor macros I could find a way to accomplish such a mapping. Any ideas?
As #harmic has already mentioned in the comments, you should probably just pass the name to the constructor. This might also help reduce code bloat because you don't generate a new type for each function.
However, I don't want to miss the opportunity to show a dirty hack that might be useful in situations where the string cannot be passed to the constructor. If your strings have a maximum length that is known at compile-time, you can encode them into integers. In the following example, I'm only using a single integer which limits the maximum string length to 8 characters on my system. Extending the approach to multiple integers (with the splitting logic conveniently hidden by a small macro) is left as an exercise to the reader.
The code makes use of the C++14 feature to use arbitrary control structures in constexpr functions. In C++11, you'd have to write wrap as a slightly less straight-forward recursive function.
#include <climits>
#include <cstdint>
#include <cstdio>
#include <type_traits>
template <typename T = std::uintmax_t>
constexpr std::enable_if_t<std::is_integral<T>::value, T>
wrap(const char *const string) noexcept
{
constexpr auto N = sizeof(T);
T n {};
std::size_t i {};
while (string[i] && i < N)
n = (n << CHAR_BIT) | string[i++];
return (n << (N - i) * CHAR_BIT);
}
template <typename T>
std::enable_if_t<std::is_integral<T>::value>
unwrap(const T n, char *const buffer) noexcept
{
constexpr auto N = sizeof(T);
constexpr auto lastbyte = static_cast<char>(~0);
for (std::size_t i = 0UL; i < N; ++i)
buffer[i] = ((n >> (N - i - 1) * CHAR_BIT) & lastbyte);
buffer[N] = '\0';
}
template <std::uintmax_t Id>
struct Profile
{
char name[sizeof(std::uintmax_t) + 1];
Profile()
{
unwrap(Id, name);
std::printf("%-8s %s\n", "ENTER", name);
}
~Profile()
{
std::printf("%-8s %s\n", "EXIT", name);
}
};
It can be used like this:
void
function()
{
const Profile<wrap("function")> profiler {};
}
int
main()
{
const Profile<wrap("main")> profiler {};
function();
}
Output:
ENTER main
ENTER function
EXIT function
EXIT main
In principle you can. However, I doubt any option is practical.
You can set your key type to be a constexpr value type (this excludes std::string), initializing the value type you implement is not a problem either, just throw in there a constexpr constructor from an array of chars. However, you also need to implement a constexpr map, or hash table, and a constexpr hashing function. Implementing a constexpr map is the hard part. Still doable.
You could create a table:
struct Int_String_Entry
{
unsigned int id;
char * text;
};
static const Int_String_Entry my_table[] =
{
{0, "My_Function"},
{1, "My_Function1"},
//...
};
const unsigned int my_table_size =
sizeof(my_table) / sizeof(my_table[0]);
Maybe what you want is a lookup table with function pointers.
typedef void (*Function_Pointer)(void);
struct Int_vs_FP_Entry
{
unsigned int func_id;
Function_Point p_func;
};
static const Int_vs_FP_Entry func_table[] =
{
{ 0, My_Function},
{ 1, My_Function1},
//...
};
For more completion, you can combine all three attributes into another structure and create another table.
Note: Since the tables are declared as "static const", they are assembled during compilation time.
Why not just use an Enum like:
enum ProfileID{myFunction = 0,myFunction1 = 1, myFunction2 = 2 };
?
Your strings will not be loaded in runtime, so I don't understand the reason for using strings here.
It is an interesting question.
It is possible to statically-initialize a std::map as follows:
static const std::map<int, int> my_map {{1, 2}, {3, 4}, {5, 6}};
but I get that such initialization is not what you are looking for, so I took another approach after looking at your example.
A global registry holds a mapping between function name (an std::string) and run time (an std::size_t representing the number of milliseconds).
An AutoProfiler is constructed providing the name of the function, and it will record the current time. Upon destruction (which will happen as we exit the function) it will calculate the elapsed time and record it in the global registry.
When the program ends we print the contents of the map (to do so we utilize the std::atexit function).
The code looks as follows:
#include <cstdlib>
#include <iostream>
#include <map>
#include <chrono>
#include <cmath>
using ProfileMapping = std::map<std::string, std::size_t>;
ProfileMapping& Map() {
static ProfileMapping map;
return map;
}
void show_profiles() {
for(const auto & pair : Map()) {
std::cout << pair.first << " : " << pair.second << std::endl;
}
}
class AutoProfiler {
public:
AutoProfiler(std::string name)
: m_name(std::move(name)),
m_beg(std::chrono::high_resolution_clock::now()) { }
~AutoProfiler() {
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::milliseconds>(end - m_beg);
Map().emplace(m_name, dur.count());
}
private:
std::string m_name;
std::chrono::time_point<std::chrono::high_resolution_clock> m_beg;
};
void foo() {
AutoProfiler ap("foo");
long double x {1};
for(std::size_t k = 0; k < 1000000; ++k) {
x += std::sqrt(k);
}
}
void bar() {
AutoProfiler ap("bar");
long double x {1};
for(std::size_t k = 0; k < 10000; ++k) {
x += std::sqrt(k);
}
}
void baz() {
AutoProfiler ap("baz");
long double x {1};
for(std::size_t k = 0; k < 100000000; ++k) {
x += std::sqrt(k);
}
}
int main() {
std::atexit(show_profiles);
foo();
bar();
baz();
}
I compiled it as:
$ g++ AutoProfile.cpp -std=c++14 -Wall -Wextra
and obtained:
$ ./a.out
bar : 0
baz : 738
foo : 7
You do not need -std=c++14, but you will need at least -std=c++11.
I realize this is not what you are looking for, but I liked your question and decided to pitch in my $0.02.
And notice that if you use the following definition:
using ProfileMapping = std::multi_map<std::string, std::size_t>;
you can record every access to each function (instead of ditching the new results once the first entry has been written, or overwriting the old results).
You could do something similar to the following. It's a bit awkward, but may do what you want a little more directly than mapping to an integer:
#include <iostream>
template <const char *name>
class Profile{
public:
Profile() {
std::cout << "start: " << name << std::endl;
}
~Profile() {
std::cout << "stop: " << name << std::endl;
}
};
constexpr const char myFunction1Name[] = "myFunction1";
void myFunction1(){
Profile<myFunction1Name> profile_me;
/* some computations here */
}
int main()
{
myFunction1();
}
I have the following class in C++:
class a {
const int b[2];
// other stuff follows
// and here's the constructor
a(void);
}
The question is, how do I initialize b in the initialization list, given that I can't initialize it inside the body of the function of the constructor, because b is const?
This doesn't work:
a::a(void) :
b([2,3])
{
// other initialization stuff
}
Edit: The case in point is when I can have different values for b for different instances, but the values are known to be constant for the lifetime of the instance.
With C++11 the answer to this question has now changed and you can in fact do:
struct a {
const int b[2];
// other bits follow
// and here's the constructor
a();
};
a::a() :
b{2,3}
{
// other constructor work
}
int main() {
a a;
}
Like the others said, ISO C++ doesn't support that. But you can workaround it. Just use std::vector instead.
int* a = new int[N];
// fill a
class C {
const std::vector<int> v;
public:
C():v(a, a+N) {}
};
It is not possible in the current standard. I believe you'll be able to do this in C++0x using initializer lists (see A Brief Look at C++0x, by Bjarne Stroustrup, for more information about initializer lists and other nice C++0x features).
std::vector uses the heap. Geez, what a waste that would be just for the sake of a const sanity-check. The point of std::vector is dynamic growth at run-time, not any old syntax checking that should be done at compile-time. If you're not going to grow then create a class to wrap a normal array.
#include <stdio.h>
template <class Type, size_t MaxLength>
class ConstFixedSizeArrayFiller {
private:
size_t length;
public:
ConstFixedSizeArrayFiller() : length(0) {
}
virtual ~ConstFixedSizeArrayFiller() {
}
virtual void Fill(Type *array) = 0;
protected:
void add_element(Type *array, const Type & element)
{
if(length >= MaxLength) {
// todo: throw more appropriate out-of-bounds exception
throw 0;
}
array[length] = element;
length++;
}
};
template <class Type, size_t Length>
class ConstFixedSizeArray {
private:
Type array[Length];
public:
explicit ConstFixedSizeArray(
ConstFixedSizeArrayFiller<Type, Length> & filler
) {
filler.Fill(array);
}
const Type *Array() const {
return array;
}
size_t ArrayLength() const {
return Length;
}
};
class a {
private:
class b_filler : public ConstFixedSizeArrayFiller<int, 2> {
public:
virtual ~b_filler() {
}
virtual void Fill(int *array) {
add_element(array, 87);
add_element(array, 96);
}
};
const ConstFixedSizeArray<int, 2> b;
public:
a(void) : b(b_filler()) {
}
void print_items() {
size_t i;
for(i = 0; i < b.ArrayLength(); i++)
{
printf("%d\n", b.Array()[i]);
}
}
};
int main()
{
a x;
x.print_items();
return 0;
}
ConstFixedSizeArrayFiller and ConstFixedSizeArray are reusable.
The first allows run-time bounds checking while initializing the array (same as a vector might), which can later become const after this initialization.
The second allows the array to be allocated inside another object, which could be on the heap or simply the stack if that's where the object is. There's no waste of time allocating from the heap. It also performs compile-time const checking on the array.
b_filler is a tiny private class to provide the initialization values. The size of the array is checked at compile-time with the template arguments, so there's no chance of going out of bounds.
I'm sure there are more exotic ways to modify this. This is an initial stab. I think you can pretty much make up for any of the compiler's shortcoming with classes.
ISO standard C++ doesn't let you do this. If it did, the syntax would probably be:
a::a(void) :
b({2,3})
{
// other initialization stuff
}
Or something along those lines. From your question it actually sounds like what you want is a constant class (aka static) member that is the array. C++ does let you do this. Like so:
#include <iostream>
class A
{
public:
A();
static const int a[2];
};
const int A::a[2] = {0, 1};
A::A()
{
}
int main (int argc, char * const argv[])
{
std::cout << "A::a => " << A::a[0] << ", " << A::a[1] << "\n";
return 0;
}
The output being:
A::a => 0, 1
Now of course since this is a static class member it is the same for every instance of class A. If that is not what you want, ie you want each instance of A to have different element values in the array a then you're making the mistake of trying to make the array const to begin with. You should just be doing this:
#include <iostream>
class A
{
public:
A();
int a[2];
};
A::A()
{
a[0] = 9; // or some calculation
a[1] = 10; // or some calculation
}
int main (int argc, char * const argv[])
{
A v;
std::cout << "v.a => " << v.a[0] << ", " << v.a[1] << "\n";
return 0;
}
Where I've a constant array, it's always been done as static. If you can accept that, this code should compile and run.
#include <stdio.h>
#include <stdlib.h>
class a {
static const int b[2];
public:
a(void) {
for(int i = 0; i < 2; i++) {
printf("b[%d] = [%d]\n", i, b[i]);
}
}
};
const int a::b[2] = { 4, 2 };
int main(int argc, char **argv)
{
a foo;
return 0;
}
You can't do that from the initialization list,
Have a look at this:
http://www.cprogramming.com/tutorial/initialization-lists-c++.html
:)
A solution without using the heap with std::vector is to use boost::array, though you can't initialize array members directly in the constructor.
#include <boost/array.hpp>
const boost::array<int, 2> aa={ { 2, 3} };
class A {
const boost::array<int, 2> b;
A():b(aa){};
};
How about emulating a const array via an accessor function? It's non-static (as you requested), and it doesn't require stl or any other library:
class a {
int privateB[2];
public:
a(int b0,b1) { privateB[0]=b0; privateB[1]=b1; }
int b(const int idx) { return privateB[idx]; }
}
Because a::privateB is private, it is effectively constant outside a::, and you can access it similar to an array, e.g.
a aobj(2,3); // initialize "constant array" b[]
n = aobj.b(1); // read b[1] (write impossible from here)
If you are willing to use a pair of classes, you could additionally protect privateB from member functions. This could be done by inheriting a; but I think I prefer John Harrison's comp.lang.c++ post using a const class.
interestingly, in C# you have the keyword const that translates to C++'s static const, as opposed to readonly which can be only set at constructors and initializations, even by non-constants, ex:
readonly DateTime a = DateTime.Now;
I agree, if you have a const pre-defined array you might as well make it static.
At that point you can use this interesting syntax:
//in header file
class a{
static const int SIZE;
static const char array[][10];
};
//in cpp file:
const int a::SIZE = 5;
const char array[SIZE][10] = {"hello", "cruel","world","goodbye", "!"};
however, I did not find a way around the constant '10'. The reason is clear though, it needs it to know how to perform accessing to the array. A possible alternative is to use #define, but I dislike that method and I #undef at the end of the header, with a comment to edit there at CPP as well in case if a change.