Pure virtual function not used in one of the derived classes - c++

I asked a similar question earlier, but deleted it because I couldn't come up with a specific example. I was able to come up with one now. I often find myself designing codes such that virtual functions are only useful in some, but not all, of the subclasses.
Here is an example of a base class travel that is inherited by driving and flying. travel has a compute_travel_info() function that computes the velocity and altitude. The former is relevant for both driving and flying, but the latter is only relevant for flying.
In this design, driving::compute_altitude() does nothing, but we must define it because the function is pure virtual (I could alternatively made it a virtual function in travel and defined it, and then not override it in driving). Also, ideally, I wouldn't even want to call the compute_altitude() function in compute_travel_info if it was operating on a driving object, so the code can appear to be misleading the way it is written.
Is what I did considered to be bad practice? Is it frowned on to have a virtual function that is useless in one of the subclasses and to call the virtual function that isn't used in some of the subclasses?
Note that this is just a particular example, and ideally, I'd like an answer that applies generically, and not just to the specific example provided. In other words, I don't want readers to be too fixated on this example
class travel
{
public:
//function for representing the state in bits
void compute_travel_info()
{
compute_velocity();
compute_altitude();
}
private:
double velocity;
virtual void compute_velocity() = 0;
virtual void compute_altitude() = 0;
};
class flying : domain
{
void compute_velocity()
{
//compute the velocity
}
void compute_altitude()
{
//compute the altitude
}
};
class driving : travel
{
void compute_velocity()
{
//compute the velocity
}
void compute_altitude()
{
//do nothing (assume car is driving on a flat earth where altitude doesn't change)
}
};

Clearly compute_altitude is not supposed to be part of your virtual interface since calling it through a base pointer is not guaranteed to do anything reasonable if it is implemented as stub in the derived class.
However, compute_travel_info does seem to be part of the virtual interface that should always be callable through a base pointer.
Therefore compute_travel_info should be (pure) virtual and implemented in all derived classes. Some of these derived classes may have a compute_altitude function that is called and some might not, but that shouldn't matter to the base class. The base class should not have a compute_altitude function at all.
You can provide a default implementation for compute_travel_info in the base class which is only overridden when needed.
You can also call the base class implementation of compute_travel_info in the derived class with a qualified name (e.g. this->travel::compute_travel_info()) if you need to just add some additional work to it.
Or you can move the common behavior into another base class function that is called by the compute_travel_info implementations in the derived classes.

You could add an override of the function compute_travel_info in flying.
In this redefined function you can call back to the function of the parent class which would only hold the compute_velocity function and then call the compute_altitude function only in the overridden function.

Related

Calling Pure Virtual Function From Abstract Base Class Member Function?

So, based on a cursory search, I already know that calling a virtual function (pure or otherwise) from a constructor is a no go. I have restructured my code to ensure that I am not doing that. While this causes the user of my classes to add an extra function call in their code, this is really not that big of a deal. Namely, instead of calling the constructor in a loop, they now call the function which (in fact!) increases performance of the code since we don't have the housekeeping of building and destroying the object in question every time.
However, I have stumbled across something interesting...
In the abstract class I have something like this:
// in AbstractClass.h:
class AbstractClass {
public:
AbstractClass() {}
virtual int Func(); //user can override
protected:
// Func broken up, derived class must define these
virtual int Step1() = 0;
virtual int Step2() = 0;
virtual int Step3() = 0;
// in AbstractClass.cpp:
int AbstractClass::Func() {
Step1();
// Error checking goes here
Step2();
// More error checking...
// etc...
}
Basically, there is a common structure that the pure virtual functions follow most of the time, but if they don't Func() is virtual and allows the derived class to specify the order. However, each step must be implemented in derived classes.
I just wanted to be sure that there's nothing that I necessarily am doing wrong here since the Func() function calls the pure virtual ones. That is, using the base class, if you call StepX(), bad things will happen. However, the class is utilized by creating a derived object and then calling Func() (e.g. MyDerivedObject.Func();) on that derived object, which should have all the pure virtual functions overloaded properly.
Is there anything that I'm missing or doing incorrectly by following this method? Thanks for the help!
Func is calling the virtual ones, not the pure virtual ones. You would have to qualify the calls with a scope operator, i.e. AbstractClass::Step1() to call THAT (virtual pure) function. Since you are not, you will always get an implementation by a derived class.
A virtual function in a base class makes the derived classes able to override it. But it seems things stop there.
But if the base class virtual function is pure, that forces the derived classes to implement the function.
As a side comment you can make the Step1, Step2, Step3 methods private so that you'll be prevented by the compiler from directly calling them.

concept of virtual functions in c++?

I read so many blogs and I understand how to use virtual function in c++. But, still I don't understand why we use virtual functions. Can you give me a real world example so that I can more easily visualize the actual meaning of virtual function.
An important thing to mention is that inheritance (which the keyword virtual is fundamental for) should not be for the sole purpose of code re-use, use delegation for this.
Delegation would be when we have a class say BroadbandConnection with a method called connection(). Then your manager says we want to add encryption, so you create a class BroadbandConnectionWithEncryption. Your natural instinct may be to use inheritance and then make the new class BroadbandConnectionWithEncryption derive from BroadbandConnection.
Drawback's to this is that the creator of the initial class had not designed it for inheritance so you would need to change its definition to make the method connection() virtual so you can override its behavior in the derived class. This is not always ideal. A better idea is to use delegation here for the purpose of code reuse.
class BroadBandConnection
{
public:
void Connection (string password)
{
//connection code.
}
};
class BroadBandConnectionWithEndcryption
{
public:
void Connection (string password)
{
mbroadbandconnection.Connection(password);
//now do some stuff to zero the memory or
//do some encryption stuff
}
private:
BroadBandConnection mbroadbandconnection;
};
The keyword virtual is used for the purpose of polymorphism. As the name suggest, it is the ability for an object to have more than one form. This sort of decision would be made at the time of designing an interface or class.
class IShape
{
virtual void Draw () = 0;
};
class Square
{
void Draw()
{
//draw square on screen
}
};
class Circle
{
void Draw()
{
//draw circle on screen
}
};
I made Draw() pure virtual with the = 0. I could have left this out and added some default implementation. Pure virtual makes sense for Interfaces where there is no reasonable default implementation.
What this lets me do is pass around a Shape object to various methods and they do not need to be concerned with what I have just given them. All they know is that I have to provide something that supports the ability for a shape to draw itself.
IShape* circle = new Circle ();
IShape* square = new Square ();
void SomeMethod (IShape* someShape)
{
someShape->Draw(); //This will call the correct functionality of draw
}
In the future as people begin thinking of new shapes, they can derive from IShape and so long as they implement some functionality for Draw. They can pass this object to SomeMethod.
First, this.
Now, a real life example. I have a program with a GUI with three tabs. Each tab is an object of a class that derives from a common base, TabBase. It has a virtual function OnActivate(). When a tab is activated, the dispatcher calls it on the current tab. There's some common action and there are actions that are specific to this tab. This is implemented via virtual functions.
The benefit is that the controller does not need to know what kind of tab it is. It stores an array of TabBase pointers, and just calls OnActivate() on them. The magic of virtual functions makes sure the right override is called.
class TabBase
{
virtual void OnActivate()
{
//Do something...
}
};
class SearchTab: public TabBase
{
void OnActivate() //An override
{
TabBase::OnActivate(); //Still need the basic setup
//And then set up the things that are specific to the search tab
}
}
We have one base class (animal) that have method, that can be implemented differently by it's children (say). When we declare this method virtual, we can adress that method and it will be implemented from it's children's definition. You don't have to use virtual if you adress children's overloaded methods, but you have to, when you adress parent's methods.
For example, if you have a vector of animals each one of whom is different. You declare method (say) as virtual and call it from animal class and it will be called from corresponding child.
Correct me if I'm wrong, that's how I understood it.
They actually give an example on Wiki
http://en.wikipedia.org/wiki/Virtual_function
using animals. Animals is the super class, all animals eat (the superclass virtual function). Each animal may eat differently than all the other animals (overriding the virtual function). I have a list of arbitrary animals, and when I call the eat function, they will display their own differing eating habit.
If you are familiar with Java - that should be easy. In Java, ALL class methods are effectively virtual. If you override it in a derived class, and you call it via a base class reference, the override will be called, not the base.
That's not the default behavior in C++. If you want a function to behave in that way, you have to declare it as virtual in the base class. Easy enough.
Java is choke full of virtual functions. It just does not have an explicit keyword for them.
The purpose of virtual functions is to achieve dynamic dispatch.
You say you are familiar with Java, so then for a real world use of virtual functions, think of any place in Java where you would have used an interface or used #Override on a public/protected method.
The decision to use virtual functions is a simple matter. You just need to know when you'd want to override a base method. Take the following code as an example:
class animal
{
public:
void sound()
{
cout << "nothing";
}
};
class bird : public animal
{
public:
void sound()
{
cout << "tweet";
}
};
In this case, I'd want to override bird(). But what if I didn't? This is what would happen:
animal * a = new bird;
a->sound();
**Output**
nothing
The screen would say nothing because for all intents and purposes, C++ only sees an animal. However, if you declared it virtual, it knows to search for the lowest method in the class hierachy. Try it again:
class animal{
public:
virtual void sound(){cout<<"nothing";}
};
class bird : public animal
{
public:
void sound()
{
cout << "tweet";
}
};
animal * a = new bird;
a->sound();
**Output**
tweet.
Hope this helps.

Virtual functions and detouring

I've been programming with detours lately and all that comes with it. I have detoured a lot of different functions; thiscall, stdcall, cdecl, virtual functions etc. But there is one thing I haven't managed (which might not even be possible), and that is to hook a base class virtual function. For example; there is a Car class which declares a virtual function (empty) Drive. Then there are 3 other car classes which inherits car and implements Drive.
If I hook the Car's (base class) Drive function (using a simple 'jmp' hook) would it be triggered by the descendants of Car, when they trigger Drive, if they do not call the base function?
To explain even more thoroughly:
class Car
{
virtual void Drive(void) { } // Empty virtual function
}
class Lamborghini : public Car
{
void Drive(void) { // does lots of stuff, but does NOT call base function }
}
So I'm wondering whether the base method get's called or if it can be hooked somehow? Does the function exectution jump directly to Lamborghini::Drive or does it somehow pass through the Car class so it's detectable whenever a descendant calls Drive?
EDIT: And if the base class function is empty, is it even possible to hook it, since it requires 5 bytes of space?
No, the base method does not get automagically called. The dynamic dispatch mechanism will detect which override it needs to call and that will be the function that gets called. This is usually implemented by means of a virtual table (vtable) that stores the pointers to the final overriders for each virtual function in a class. When dynamic dispatch is used, the compiler injects an indirect call through that table and jumps to the proper function.
Note that the vtable actually holds pointers to thunks or trampolines that can potentially modify this (implicit first argument) before forwarding the call. The advantage of using this approach is that if this does not need to be updated, the compiler can jump directly into the final overrider. At any rate, you can take advantage of this feature and modify the vtables to point to your own code (i.e. you can update the pointer in each vtable --one per type-- to refer to your own thunk or function)
If I got your question correctly, method Drive in your Lamborghini class will be called based on table of virtual functions. If you want to call a Drive method of a base class, you must write something like Car::Drive;. And base class needs some space because of the VTBL. Hope I've unanswered on your question.
If I understand it right, you want Car::Drive to be called each time Lamborghini::Drive is called, even if Lamborghini:Drive does not call directly the base function ?
For that, the simplest method is to use an 'inner' function, which will be virtual (and protected), whereas the initial method will be non-virtual and will route the call.
Here's an example:
class Car
{
void Drive(void)
{
// ...
Car::innerDrive(); // Base function call
// ...
this->innerDrive(); // 'Derived' function call
// ...
}
protected:
virtual void innerDrive(void) { } // Empty virtual function
}
class Lamborghini : public Car
{
protected:
void innerDrive(void) { // does lots of stuff, but does NOT call base function }
}

Why use virtual functions? [duplicate]

This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
Can someone explain C++ Virtual Methods?
I have a question regarding to the C++ virtual functions.
Why and when do we use virtual functions? Can anyone give me a real time implementation or use of virtual functions?
You use virtual functions when you want to override a certain behavior (read method) for your derived class rather than the one implemented for the base class and you want to do so at run-time through a pointer to the base class.
The classic example is when you have a base class called Shape and concrete shapes (classes) that derive from it. Each concrete class overrides (implements a virtual method) called Draw().
The class hierarchy is as follows:
The following snippet shows the usage of the example; it creates an array of Shape class pointers wherein each points to a distinct derived class object. At run-time, invoking the Draw() method results in the calling of the method overridden by that derived class and the particular Shape is drawn (or rendered).
Shape *basep[] = { &line_obj, &tri_obj,
&rect_obj, &cir_obj};
for (i = 0; i < NO_PICTURES; i++)
basep[i] -> Draw ();
The above program just uses the pointer to the base class to store addresses of the derived class objects. This provides a loose coupling because the program does not have to change drastically if a new concrete derived class of shape is added anytime. The reason is that there are minimal code segments that actually use (depend) on the concrete Shape type.
The above is a good example of the Open Closed Principle of the famous SOLID design principles.
You use virtual functions when you need handle different objects in the same way. It`s called polymorphism. Let's imagine you have some base class - something like classical Shape:
class Shape
{
public:
virtual void draw() = 0;
virtual ~Shape() {}
};
class Rectange: public Shape
{
public:
void draw() { // draw rectangle here }
};
class Circle: public Shape
{
public:
void draw() { // draw circle here }
};
Now you can have vector of different shapes:
vector<Shape*> shapes;
shapes.push_back(new Rectangle());
shapes.push_back(new Circle());
And you can draw all shapes like this:
for(vector<Shape*>::iterator i = shapes.begin(); i != shapes.end(); i++)
{
(*i)->draw();
}
In this way you are drawing different shapes with one virtual method - draw(). Proper version of method is selected based on run time information about type of object behind pointer.
Notice
When you use virtual functions you can declare them as pure virtual(like in class Shape, just place " = 0" after method proto). In this case you won't be able to create instance of object with pure virtual function and it will be called Abstract class.
Also notice "virtual" before destructor. In case when you are planning work with objects through pointers to their base classes you should declare destructor virtual, so when you call "delete" for base class pointer, all chain of destructors will be called and there won't be memory leaks.
Think of animals class, and derived from it are cat, dog and cow. Animal class has a
virtual void SaySomething()
{
cout << "Something";
}
function.
Animal *a;
a = new Dog();
a->SaySomething();
Instead of printing "Something", dog should say "Bark", cat should say "Meow". In this example you see that a is a Dog, but there are some times that you have an animal pointer and don't know which animal it is. You don't want to know which animal it is, you just want the animal to say something. So you just call virtual function and cats will say "meow" and dogs will say "bark".
Of course, SaySomething function should have been pure virtual to avoid possible errors.
You would use a virtual function to implement "polymorphism", in particular where you have an object, don't know what the actual underlying type is, but know what operation you want to perform on it, and the implementation of this (how it does it) differs dependent on what type you actually have.
Essentially what is commonly called the "Liskov Substitution Principle" named after Barbara Liskov who spoke about this around 1983.
Where you need to use dynamic runtime decisions where, at the point the code invoking the function is called, you do not know what types may pass through it, either now or in the future, this is a good model to use.
It isn't the only way though. There are all sorts of "callbacks" that can take a "blob" of data and you might have tables of callbacks dependent on a header block in the data that comes in, e.g. a message processor. For this there is no need to use a virtual function, in fact what you would probably use is sort-of how a v-table is implemented only with one entry (e.g. a class with just one virtual function).

A cleaner code alternative to polymorphism

Building a GUI system and I have a few classes for different GUI components that derive from a base "GUIcontrol" class. What I want is to have just one function to return any type of component but be able to work with the functions specific to that component type (functions of the derived class). I noticed that the polymorphism approach is going to become a problem I have to declare all the derived functions in the base which is unnecessary for this, since I will never create an object just from the base class.
class GUIcontrol {
protected:
std::string _name;
// these two methods (along with name()) will be used by all types
virtual void position(/*parameters*/)
virtual void useImage(/*parameters*/)
// these should be only in derived types
virtual void setHotSpot(/*parameters*/);
virtual void setScrollButtons(/*parameters*/);
public:
std::string name();
/*etc*/
}
class GUIbutton : public GUIcontrol {
public:
void setHotSpot(/*parameters*/);
}
class GUIscrollBar : public GUIcontrol {
public:
void setScrollButtons(/*parameters*/);
}
GUIcontrol* GUIsystem::getControl(std::string name);
The problem with this is that if I want to add more functions unique to GUIbutton or GUIscrollBar, or any functions to other derived GUI classes, I also have to declare them virtual in the base class so the compiler doesn't complain about something like "setHotSpot" not being a member of the base class it returns.
The base class does have member functions that will apply to all the derived classes, such as telling the object where it should be positioned, what image it needs to use, what it should be called, etc. But I don't want to keep stuffing the base class with other functions that need to stay exclusive to certain derived classes.
As I keep adding more virtual functions I would end up with a huge blob object for the base class. Can I design this in a cleaner way? Note that I am still not sure if I want to use static_cast/dynamic_cast for getControl() to solve this but just want to know if there are any other ways around this to clean it up.
The base class should only contain methods for functionality common to all controls.
If you're going to use functionality that only makes sense for one type of control, you should be checking that the control is of the correct type anyway, and can then cast it to that type.
The base class is exclusively common functionality. If you want your method to behave differently for different controls, use dynamic_cast. If you want it to act the same for all controls, use a virtual method.
This is your problem:
What I want is to have just one
function to return any type of
component but be able to work with the
functions specific to that component
type (functions of the derived class).
What you want is to treat them the same but differently. Huh. I wonder how you're going to make that work. You need to decide if you want to treat them all the same, or if you want to treat them differently.
Type checking and then downcasting isn't the right way to do this. What you should be doing is placing generic methods onto your base class which perform the types of operations you want, and then overriding them in subclasses. For example, if you want the GUIControl to be able to draw itself, then put a doDraw() method on the base class, then override that in each subclass to do as is needed. If you instead put a getTitleBar(), getText() etc. methods on your subclass, then have the caller downcast and calls those specific methods depending on the type, your encapsulation is broken. If you have some common code that multiple subclasses need to do their drawing, then you factor this out either through another parent class, or through composition. Using dynamic_cast, or putting specific methods on the generic subclass, will likely make your code worse.
If I have this right: You want to be able to pass around base class objects but have a clean way to call specific derived class methods where the derived class implements those methods?
Sounds like the 'mixin' pattern might help:
struct Base
{
virtual ~Base() {}
};
struct Mixin
{
virtual ~Mixin() {}
virtual void mixedMethod() = 0;
};
struct Concrete : Base, Mixin
{
virtual void mixedMethod() { std::cout << "Mixing" << std:: endl; }
};
Base* create() { return new Concrete;}
bool mixIt(Base& b)
{
Mixin* m = dynamic_cast<Mixin*>(&b);
if (m)
m->mixedMethod();
return m;
}
void test ()
{
Base* b = create();
assert(mixIt(*b));
Base base;
assert(!mixIt(base));
}
[ Yes, real code never uses struct for polymorhic classes; just keeping it compact.]
The idea here is that the availability of a given method is encapsulated in the Mixin class, which is an pure abstract base class, possibly with only a single pure virtual function.
If you want "know" your base class object is of the derived type, you can call the mixin classes method. You can wrap the test and the call in a non-member function; this allows you to keep the base calss interface itself clean.