class A {
public:
void (*_start)() = 0;
void start() {
cout<<"Le ";
if (_start!=0) _start();
}
A() {}
};
class B : public A {
public:
void _start() {
cout<<"Blop";
}
B(){}
};
class C : public A {
public:
C(){}
};
int main () {//Desired results:
B().start(); //Le Blop
C().start(); //Le
return 0;
}
The following code above does not run, but in the main method I have thier desired outputs.
Is it at all possible to have "optional" virtual methods? To be able to easily overload and impliment a function in the child class, and have it as some null value in the parent class so that its methods can identify if the function is defined or not.
What I get from the code above is Le Le, I assume _start in the parent class differs from the _start in the child class, not by value, but identity.
If so, how is this done? I would like to do it in a tidy way, such as, not having to set _start in the constructor.
Was alittle silly,
I could simply define the optional function as virtual void _start() { }; instead of virtual void _start() = 0;. Having the exact same behavior of the desired code above
Resulting in:
class A {
public:
virtual void _start() { };
void start() {
cout<<"Le ";
_start();
}
A() {}
};
class B : public A {
public:
void _start() {
cout<<"Blop";
}
B(){}
};
class C : public A {
public:
C(){}
};
int main () {//Desired results:
B().start(); //Le Blop
C().start(); //Le
return 0;
}
Without virtual methods, you might do:
class B : public A {
public:
B() {
_start = [](){ std::cout<<"Blop\n";};
}
};
Demo
But you don't need inheritance in fact:
int main () {
A a1{[](){ std::cout<<"Blop\n";}};
A a2;
a1.start(); //Le Blop
a2.start(); //Le
}
Demo
void (*_start)() could be replaced by std::function<void()> _start; to allow more functors (as capturing lambda).
The classes B and C don't exist without class A and class A is part of B and C respectively. With this in mind, class A shouldn't worry if it is inherited by other classes.
With this in mind, you can simplify the code. Below you can find an example houw the code could be:
struct A {
void start() {
cout << "Le ";
}
};
struct B : public A {
void start() {
A::start();
cout << "Blop\n";
}
};
struct C : public A {
void start() {
A::start();
}
};
int main () {
B b;
C c;
b.start();
c.start();
return 0;
}
Related
In the following, I expected class Child's protected field member _AorB to be of type B, and not A, but reality shows otherwise.
What am I mis-understanding, and how can I adjust the code for the desired behavior?
class A{
public:
void doit(){
std::cout<<" this is A!"<<std::endl;
}
};
class B{
public:
void doit(){
std::cout<<" this is B!"<<std::endl;
}
};
class Parent{
public:
void doit(){
_AorB.doit();
}
protected:
A _AorB;
};
class Child: public virtual Parent{
protected:
B _AorB;
};
int main()
{
cout<<"Hello World";
auto c = Child();
c.doit(); // I expected this to print "This is B" because c is Child(), and Child class's _AorB is of type B.
return 0;
}
You can make such changes:
template <typename AorB>
class Parent{
public:
void doit(){
_AorB.doit();
}
protected:
AorB _AorB;
};
class Child: public virtual Parent<B> {
}
Also take a look at What are the rules about using an underscore in a C++ identifier?
Reserved in any scope, including for use as implementation macros:
identifiers beginning with an underscore followed immediately by an uppercase letter
273K's answer is excellent.
Depending on what kind of problem you are trying to solve and how the data is held in the hierarchy, you could use a std::variant<A, B> to allow "flippy" behavior based on the type, and access that member variable through a virtual getter member function.
#include <iostream>
#include <variant>
class A {
public:
void doit() {
std::cout << " this is A!\n";
}
};
class B {
public:
void doit() {
std::cout << " this is B!\n";
}
};
class Parent {
public:
virtual ~Parent() = default;
void doit() {
auto ab = get_AorB();
std::visit([](auto arg) { arg.doit(); }, ab);
}
virtual auto get_AorB() -> std::variant<A, B> {
return _a;
}
protected:
A _a;
};
class Child : public virtual Parent {
protected:
B _b;
auto get_AorB() -> std::variant<A, B> override {
return _b;
}
};
int main() {
std::cout << "Hello World";
auto c = Child();
c.doit(); // "this is B!"
}
Consider this trivial C++11 inheritance example:
class A
{
public:
virtual void func() = 0;
};
class B : public A
{
public:
void func() { func1(); /* Wish this could be func1() or func2()! */ };
void func1() { /* Does one thing */ };
void func2() { /* Does another thing */ };
};
void doSomeStuff(A &a)
{
a.func();
}
int main()
{
B b;
doSomeStuff(b);
return 0;
}
I'm trying to make it so that I don't have to modify (or duplicate) class A's definition or the function doSomeStuff, but I want the invocation of a.func() to call either func1() or func2() of B. Ideally I'd change the line doSomeStuff(b) to something like doSomeStuff(b.butWithFunc1) but I'd also be OK with some way to modify B's version of func() so that it can make the decision internally to call func1 or func2 based on some parameter.
The same object of type B may have to sometimes call func1 or func2 during an invocation of func, so I can't use a persistent member of class B to decide. Adding a parameter to func() would make this trivial as well, but that's not something I can do either.
I'm kind of wondering if there's some way to add to class B a function that returns a mutated version of class B which calls func2() from func(), or if I can play some tricks with function pointers or something. However, something tells me I'm Doing It Wrong and the obvious solution is staring me in the face.
If it helps for context, class A is similar to a std::lock_guard, and it works fine for things like semaphores and mutexes (for which there is only one definition of lock and unlock), but class B in this example is a R/W lock - so there's a "readLock" and "writeLock", and I'd like to be able to say something like "auto lock this RW lock as a read lock" without having to duplicate/break the auto lock code.
For instance:
{
A_AutoSem(myMutex); // calls lock() on myMutex
//... do some stuff
// end of the block, ~A_AutoSem calls unlock on myMutex
}
{
A_AutoSem(B_RWLock); // how do I say here "call readLock"?
// ... do some stuff
// end of the block ~A_AutoSem should call "readUnlock" on B_RWLock
}
Simply define some additional classes to call func1() and func2(), and then pass those classes to doSomeStuff() instead of passing B directly.
Try something like this:
class A
{
public:
virtual void func() = 0;
};
class B
{
public:
void func1() { /* Does one thing */ };
void func2() { /* Does another thing */ };
};
class C1 : public A
{
private:
B &m_b;
public:
C1(B &b) : m_b(b) {}
void func() override { m_b.func1(); }
};
class C2 : public A
{
private:
B &m_b;
public:
C2(B &b) : m_b(b) {}
void func() override { m_b.func2(); }
};
void doSomeStuff(A &a)
{
a.func();
}
int main()
{
B b;
{
C1 c(b);
doSomeStuff(c);
}
{
C2 c(b);
doSomeStuff(c);
}
return 0;
}
Live Demo
Alternatively:
class A
{
public:
virtual void func() = 0;
};
class B
{
private:
void func1() { /* Does one thing */ };
void func2() { /* Does another thing */ };
public:
class C1 : public A
{
private:
B &m_b;
public:
C1(B &b) : m_b(b) {}
void func() override { m_b.func1(); }
};
class C2 : public A
{
private:
B &m_b;
public:
C2(B &b) : m_b(b) {}
void func() override { m_b.func2(); }
};
};
void doSomeStuff(A &a)
{
a.func();
}
int main()
{
B b;
{
B::C1 c(b);
doSomeStuff(c);
}
{
B::C2 c(b);
doSomeStuff(c);
}
return 0;
}
Live Demo
I'm looking for ways to avoid the "call super" code smell. This code smell is present when a subclass is required to invoke the super class's version of a virtual function when re-implementing that function.
class Base
{
public:
virtual void foo(){ ... }
}
class Derived : public Base
{
public:
virtual void foo(){ Base::foo();// required! ... }
}
If inheritance went only a single layer deep, I could use the template method
class Base
{
public:
void foo(){ ... ; foo_impl(); }
protected:
virtual void foo_impl(){}
}
class Derived : public Base
{
protected:
virtual void foo_impl(){ ... }
}
But if I need to subclass Derived, I'm back where I started.
I'm considering a registration approach.
class Base
{
public:
Base()
{
_registerCallback( [this](){ _baseFoo(); } );
}
void foo()
{
for( auto f : _callbacks )
f();
}
protected:
void registerCallback( std::function<void()> f )
{
_callbacks << f;
}
private:
void _baseFoo() { ... }
std::list< std::function<void()> > _callbacks;
}
class Derived : public Base
{
public:
Derived()
{
_registerCallback( [this](){ _derivedFoo(); } );
}
private:
virtual void _derivedFoo(){ ... }
}
Is there a more standard approach? Any problems with or improvements to this approach?
Use of
class Derived : public Base
{
public:
virtual void foo(){ Base::foo();// required! ... }
}
is the best approach IMO. I am not sure why you would consider that "code smell".
The potential for error is higher in the last approach you suggested.
It's easier to detect a missed call to Base::foo().
If all the classed derived from Base need to implement what Base::foo() does, it's better that the common code be in Base::foo(). The derived classes simply need to make the call.
For what it's worth, we use the pattern at my work a lot and it has proven to be robust over 20+ years of usage.
You can continue using template methods all the way down if you introduce new virtual member function on each level and override it on next one:
template <typename> struct tag {};
class Base
{
public:
void foo() { ... ; foo_impl(tag<Base>{}); }
protected:
virtual void foo_impl(tag<Base>) {}
};
class Derived1 : public Base
{
protected:
virtual void foo_impl(tag<Base>) override final { ... ; foo_impl(tag<Derived1>{}); }
virtual void foo_impl(tag<Derived1>) {}
};
class Derived2 : public Derived1
{
protected:
virtual void foo_impl(tag<Derived1>) override final { ... ; foo_impl(tag<Derived2>{}); }
virtual void foo_impl(tag<Derived2>) {}
};
class Derived3 : public Derived2
{
protected:
virtual void foo_impl(tag<Derived2>) override final { ... ; foo_impl(tag<Derived3>{}); }
virtual void foo_impl(tag<Derived3>) {}
};
If you dislike tag dispatch you can just give methods different names instead, perhaps something like foo_impl_N.
I consider all this overengineering.
chris mentioned a primary concern regards childs not calling their parent's corresponding member functions, this gives an idea about fixing that part:
#include <cassert>
class Base {
public:
void foo() {
foo_impl();
assert(base_foo_called && "call base class foo_impl");
}
protected:
virtual void foo_impl() { base_foo_called = true; }
private:
bool base_foo_called = false;
};
class DerivedFine : public Base {
protected:
void foo_impl() override {
Base::foo_impl();
}
};
class DerivedDerivedFine : public DerivedFine {
protected:
void foo_impl() override {
DerivedFine::foo_impl();
}
};
class DerivedDerivedNotFine : public DerivedFine {
protected:
void foo_impl() override {}
};
int main() {
DerivedFine foo;
foo.foo();
DerivedDerivedFine bar;
bar.foo();
DerivedDerivedNotFine baz;
baz.foo(); // this asserts
}
CRTP can solve everything.
For each foo method, you implement an empty non-virtual foo_before() that does nothing in your CRTP helper.
CRTP helper takes a derived and a base. Its virtual void foo() invokes static_cast<Derived*>(this)->foo_before() then Base::foo() then after_foo().
struct Base {
virtual void foo() { std::cout << "foo\n"; }
virtual ~Base() {};
};
template<class D, class B=Base>
struct foo_helper:B {
virtual void foo() {
static_cast<D*>(this)->before_foo();
this->B::foo();
static_cast<D*>(this)->after_foo();
}
private:
void before_foo() {}; void after_foo() {};
};
struct Derived1 : foo_helper<Derived1> {
void before_foo() { std::cout << "before1\n"; }
};
struct Derived2 : foo_helper<Derived2> {
void before_foo() { std::cout << "before2\n"; }
void after_foo() { std::cout << "after2\n"; }
};
struct DoubleDerived : foo_helper<DoubleDerived, Derived2> {
void after_foo() { std::cout << "even more after\n"; }
};
int main() {
std::cout << "---- Derived1\n";
Derived1 d1;
d1.foo();
std::cout << "---- Derived2\n";
Derived2 d2;
d2.foo();
std::cout << "---- DoubleDerived\n";
DoubleDerived dd;
dd.foo();
}
Live example.
Output:
---- Derived1
before1
foo
---- Derived2
before2
foo
after2
---- DoubleDerived
before2
foo
after2
even more after
Here's an idea inspired by this answer
The idea is to use the fact that constructors and destructors of a struct / class provides a sort of "pre/post function calling" mechanism that gets inherited. So instead of doing the pre/post function calls in the virtual method itself, we can use a functor and define the pre/post function call in the constructor / destructor. That way, functors that inherit from the base functor will inherit the pre/post function call.
Code
struct BasePrePostFunctor
{
BasePrePostFunctor()
{
printf("Base pre-func\n");
}
virtual void operator()()
{
printf("Base Main func\n");
}
~BasePrePostFunctor()
{
printf("Base post-func\n");
}
};
struct DerivedPrePostFunctor : BasePrePostFunctor
{
DerivedPrePostFunctor()
{
printf("Derived pre-func\n");
}
void operator()() override
{
printf("Derived main func\n");
}
~DerivedPrePostFunctor()
{
printf("Derived post-func\n");
}
};
class BaseClass
{
public:
virtual void virtual_func()
{
BasePrePostFunctor func;
func();
}
};
class DerivedClass : public BaseClass
{
public:
void virtual_func() override
{
DerivedPrePostFunctor func;
func();
}
};
int main(int argc, char** argv)
{
DerivedClass derived;
derived.virtual_func();
};
Output
Base pre-func
Derived pre-func
Derived main func
Derived post-func
Base post-func
This question already has answers here:
Inherit interfaces which share a method name
(5 answers)
Closed 10 years ago.
Have code as below
// A has a virtual function F().
class A
{
public:
virtual void F() {};
};
// The same for B.
class B
{
public:
virtual void F() {};
};
// C inherits A and B.
class C : public A, public B
{
public:
// How to implement the 2 virtual functions with the same name but from
// different base classes.
virtual F() {...}
};
Note that there is a default implementation of F() in the base classes.
Thanks to Jan Herrmann and Spook. Is the below a simpler solution if we have to use some extra helpers?
#include <iostream>
// A has a virtual function F().
class A
{
private:
virtual void A_F() {}
public:
void F() {return A_F();};
};
// The same for B.
class B
{
private:
virtual void B_F() {}
public:
void F() {return B_F();};
};
// C inherits A and B.
class C : public A, public B
{
private:
virtual void A_F() {std::cout << "for A\n";}
virtual void B_F() {std::cout << "for B\n";}
};
int main()
{
C c;
c.A::F();
c.B::F();
return 0;
}
class C_a
: public A
{
virtual void F_A() = 0;
virtual void F() { this->F_A() };
};
class C_b
: public B
{
virtual void F_B() = 0;
virtual void F() { this->F_B() };
};
class C
: public C_a
, public C_b
{
void F_A() { ... }
void F_B() { ... }
};
If I'm remembing right the ISO committee thought about this problem and discussed a change of the language. But then ... somebody found this nice way to solve this problem :-)
Your second solution is better in case your are able to change your class hierarchy. You may have a lock at http://www.gotw.ca/publications/mill18.htm for a description why it is better.
Try this:
#include <cstdio>
class A
{
public:
virtual void F() = 0;
};
class B
{
public:
virtual void F() = 0;
};
class C : public A, public B
{
void A::F()
{
printf("A::F called!\n");
}
void B::F()
{
printf("B::F called!\n");
}
};
int main(int argc, char * argv[])
{
C c;
((A*)(&c))->F();
((B*)(&c))->F();
getchar();
return 0;
}
Take into consideration though, that you won't be able to call F from C's instance (ambiguous call).
Also, F has to be abstract in A and B, otherwise you'll get compilation error:
Error 1 error C3240: 'F' : must be a non-overloaded abstract member function of 'A'
I like the results of this code but i was curious, is it possible to call B::VFunc() from main()? I know writing B::VFunc(); inside of C will call it but is it possible to call the function from outside of the object?
http://ideone.com/Dg8aa
#include <cstdio>
class I { public: virtual void VFunc()=0; };
class B : public I { public: void VFunc() { printf("B\n"); } };
class C : public B { public: void VFunc() { printf("C\n"); } };
int main(){
C v;
B&i = v;
i.VFunc();
}
output:
C
This will do it:
#include <cstdio>
class I { public: virtual void VFunc()=0; };
class B : public I { public: void VFunc() { printf("B\n"); } };
class C : public B { public: void VFunc() { printf("C\n"); } };
int main(){
C v;
B&i = v;
i.B::VFunc();
}
Example: http://ideone.com/MfyYJ
You can resort to slicing:
C v;
B i = (B)v;
http://ideone.com/YVI2T
The dynamic type of v is lost, so B::VFunc is called.