How to pass a member function to a base class contructor? - c++

I have a class structure that i want to use and i want to use a function of a derived class to be passed as a constructor argument to the base class. I cannot find the right syntax for it (new to C :))
This is the base class that i use and it has a constructor with a callback function:
class SPortSensor {
public:
SPortSensor(sensorData (*pCallback)(SPortSensor*));
sensorData getValue();
private:
sensorData (*getData)(SPortSensor*);
};
This is the derived class that implements the callback function within the class (pCallback) so it has a different constructor and a member function that needs to be passed to the base class constructor:
class SimpleSensor : public SPortSensor {
public:
SimpleSensor(int id);
long value;
private:
int _id;
sensorData pCallback(SPortSensor*);
};
This header compiles fine. The only error i am seeing is in the implementation of the SimpleSensor constructor. I cannot find the right syntax for this:
sensorData SimpleSensor::pCallback(SPortSensor* sensor) {
...
}
SimpleSensor::SimpleSensor(int id) : SPortSensor(pCallback) {
_id = id;
}
Googling this issue didn't help that much since i probably don't use the right search words and don't understand enough of c++ (i am a C# guy).

The circular reference smells like there might be some general ownership issues.
But, one way around your impass is to use std::function<sensorData(SPortSensor*)> instead of the function pointers. Then initialize the base class with a lambda pointing to itself:
SimpleSensor(int id) : SPortSensor([this](SPortSensor* sps) { return pCallback(sps); }) { }
I cannot in good concious condone this, but it didn't explode when I tried it. One caveat is that SimpleSensor won't be initialized when the base constructor is called, so SPortSensor can't call the lambda in its own constructor.

Call-backs usually take place between different objects. One solution is to differ the use of the derived class method after constructor (in an init method for example?), and declare the method as virtual.
#include <iostream>
struct sensorData {
double val = 0;
};
class SPortSensor {
public:
virtual sensorData getValue() {
std::cout << "Base class\n";
sensorData sd;
return sd;
}
};
class SimpleSensor : public SPortSensor {
public:
long value;
SimpleSensor(int id): id(id) {
}
virtual sensorData getValue() {
std::cout << "Derived class\n";
sensorData sd;
return sd;
}
private:
int id;
};
int main() {
SPortSensor base;
SimpleSensor derived(1);
base.getValue();
derived.getValue();
SPortSensor* derivedPtr = new SimpleSensor(2);
derivedPtr->getValue();
return 0;
}

So i think the complexity (issue?) was in trying to do thing with to few lines of code. I simply switched to polymorphy with a abstract class to simplify things.
Abstract base:
class SPortSensor {
public:
void (*valueSend)(void);
virtual sensorData getData () = 0;
};
2 implementation classes:
class CustomSPortSensor : public SPortSensor {
public:
CustomSPortSensor(sensorData (*callback)(CustomSPortSensor*));
private:
sensorData (*_callback)(CustomSPortSensor*);
virtual sensorData getData(){
return _callback(this);
}
};
class SimpleSPortSensor : public SPortSensor {
public:
SimpleSPortSensor(int id);
long value;
private:
int _id;
virtual sensorData getData(){
sensorData data;
data.sensorId = _id;
data.value = value;
return data;
}
};
This now works as expected and is very easy to use and understand (usage of the implementation must as readable as possible).
Now i only want the implementation of the virtual functions to be in the .cpp instead of the .h.......

Related

Multiple inheritance and singleton design pattern

I have the following class hierarchy set up and would like the print() function of the non-singleton base object OtherBase to be called which in turn calls the printSymbol() from one of the child classes, in this case SingletonChild. I understand this is a complicated and somewhat unnecessary looking hierarchy and way of doing things but this is an assignment and I am required to do it in this way.
An example of my problem is as follows:
#include <iostream>
using namespace std;
class Object
{
virtual void print() = 0;
};
class SingletonBase : public Object
{
private:
static SingletonBase* theOnlyTrueInstance;
protected:
SingletonBase()
{
if(!theOnlyTrueInstance)
theOnlyTrueInstance = this;
}
virtual ~SingletonBase(){}
public:
static SingletonBase* instance()
{
if (!theOnlyTrueInstance) initInstance();
return theOnlyTrueInstance;
}
void print()
{ cout<<"Singleton"<<endl; }
static void initInstance()
{ new SingletonBase; }
};
SingletonBase* SingletonBase::theOnlyTrueInstance = 0;
class OtherBase : public Object
{
public:
virtual string printSymbol() = 0;
void print()
{ cout<<printSymbol(); }
};
class SingletonChild : public SingletonBase , public OtherBase
{
public:
string printSymbol()
{
return "Test";
}
static void initInstance()
{ new SingletonChild; }
};
int main() {
SingletonChild::initInstance();
OtherBase* test = (OtherBase*) SingletonChild::instance();
test->print();
return 0;
}
How can I get the instance test to call the print function of the one base class OtherBase and not the Singleton base class SingletonBase?
I have tried test->OtherBase::print(), but this did not work.
#MuhammadAhmad's answer is basically right. I would like to add that the main issue here is that a C-style cast is allowing you to do something that you really don't want to do. Because you can't statically cast a SingletonBase to an OtherBase, the C-style cast is doing a reinterpret_cast instead, and calling print() on the resulting pointer is undefined behavior. If you had used a static_cast, you would have gotten an error:
OtherBase* test = static_cast<OtherBase*>(SingletonChild::instance());
error: invalid static_cast from type ‘SingletonBase*’ to type ‘OtherBase*’
This may have led you to realize you needed to do things a bit differently. For example, you can use a dynamic_cast to cast sideways like this.
SingletonChild is inheriting it's instance method from SingletonBase, which is returning a pointer to SingletonBase.
So calling SingletonChild::instance(); will get you a SingletonBase*, which you can't simply cast to OtherBase*
Try casting it to SingletonChild* first, then to OtherBase*:
OtherBase* test = (OtherBase*)((SingletonChild*)SingletonChild::instance());
And then call the print method simply like this: test->print();
See the code on ideone.
EDIT:
You can also achieve this like this:
SingletonChild* test = (SingletonChild*)SingletonChild::instance();
test->OtherBase::print();
See this method in action too.
What you are trying to do is casting an object of type SingletonBase* to type OtherBase*, which is not possible because SingletonBase does not derive from OtherBase. If you had used dynamic_cast rather than old, deprecated C-style cast, you would have recognized this situation rather immediately.
To solve the issue, you need to modify the code as follows:
class Object
{
virtual void print() = 0;
};
class SingletonBase : public Object
{
private:
static Object* theOnlyTrueInstance;
protected:
SingletonBase()
{
if(!theOnlyTrueInstance)
theOnlyTrueInstance = this;
}
virtual ~SingletonBase(){}
public:
static Object* instance()
{
if (!theOnlyTrueInstance) initInstance();
return theOnlyTrueInstance;
}
void print()
{ cout<<"Singleton"<<endl; }
static void initInstance()
{ new SingletonBase; }
};
Object* SingletonBase::theOnlyTrueInstance = 0;
class OtherBase : public Object
{
public:
virtual string printSymbol() = 0;
void print()
{ cout<<printSymbol(); }
};
class SingletonChild : public SingletonBase , public OtherBase
{
public:
string printSymbol()
{
return "Test";
}
static void initInstance()
{ new SingletonChild; }
};
int main() {
SingletonChild::initInstance();
OtherBase* test = dynamic_cast<OtherBase*>(SingletonChild::instance());
test->print();
return 0;
}
You should avoid C-style casts, as you could end-up manipulating object like something they are not.

Abstract class methods implementation with subclasses of an other base class

I am trying to define an interface called "Algorithm" which has a pure virtual method insertData(InputData* input).
The implementation of the interface is called "Algorithm1" and i want to implement method "insertData" using as a parameter "SpecificData" which is a child of "InputData" class.
Is it possible without type casting?
Obviously with this code i get an error from the compiler that the virtual function "insertData" is pure within "Algorithm1".
class Algorithm{
public:
virtual ~Algorithm();
virtual void insertData(InputData* input) = 0;
};
class Algorithm1 : public Algorithm{
public:
Algorithm1();
virtual ~Algorithm1();
void insertData(SpecificData* input){
input.getID();
input.getAdditionalNumbers;
/*Process input information etc.*/ };
};
class InputData{
public:
void setID(int id){ this->id = id; }
int getID(){ return id;};
private:
int id;
};
class SpecifiData : public InputData{
public:
list<int> getAdditionalNumbers(){/*Return various Numbers*/};
private:
list<int> extraInfo;
};
void main(){
SpecificData* data = new SpecificData();
Algorithm* alg = new Algorithm1();
alg->insertData(data);
}
For insertData to be the same function (rather than "hiding" the original insertData, you need the two functions to have the same arguments (and same return type).
The whole idea of interfaces using virtual functions is that "they appear the same from the outside". You should be able to build a list of objects, and perform the same operation with the same input data for all of the objects in the list.
If you are breaking that principle, you are "doing it wrong".
No, it wouldn't make sense.
Think about the following scenario - you have a container (vector/set w/e) of Algorithm* type objects and a function that takes this container and a InputData* in as an input and then iterate over them and call insertData(in) on each of the objects in the container, this of course should work properly, but if one of the objects in your container is of type Algorithm1 what will happen then?
I think, this is a typical example of "Factory Method" in design pattern term.
class Algorithm
{
public:
virtual ~Algorithm();
virtual void insertData(InputData* input) = 0;
};
class InputData
{
public:
void setID(int id){ this->id = id; }
int getID(){ return id;};
virtual list<int> getAdditionalNumbers() = 0;
private:
int id;
};
class Algorithm1 : public Algorithm
{
public:
Algorithm1();
virtual ~Algorithm1();
void insertData(InputData* input){
input.getID();
input.getAdditionalNumbers;
/*Process input information etc.*/ };
};
class SpecifiData : public InputData
{
public:
// implementation
virtual list<int> getAdditionalNumbers(){/*Return various Numbers*/};
private:
list<int> extraInfo;
};
void main()
{
InputData* data = new SpecificData();
Algorithm* alg = new Algorithm1();
alg->insertData(data);
}

Virtual function call

Here is my hierarchic of classes.
I have declare following abstract interface class, which have just one function:
class IAuthenticator
{
public:
virtual void CreateJson() = 0;
};
After I have created on more class 'UIData' and inherits it from interface class, in this case:
class UIData : public IAuthenticator
{
protected:
UIData() : mWindowHandle(0)
{ /* Constructor do nothing. **/ }
private:
integer mWindowHandle;
public:
void CreateJson()
{
std::cout<<"UIData::CreateJson\n";
}
};
I have one more class which inherits from UIData
class AuthenticateIn : public UIData
{
private:
string mOrigin;
string mLogoURL;
string mUserID;
public:
void CreateJson()
{
std::cout<<"AuthenticateIn::CreateJson\n";
}
};
Question
In my main function I have write code like this.
int main()
{
AuthenticateIn* ai = new AuthenticateIn();
ai->CreateJson();
}
When I call CreateJson() function I see log "AuthenticateIn::CreateJson". I want to find a way to call CreateJson() and it will be called for all base classes.
I know that I can do that calling this->UIData::CreateJson() from AuthenticateIn class CreateJson function, but is there any other way to do that, some automatic way ? Thanks !!
is there any other way to do that, some automatic way
No, there isn't. You have to call the base class's implementation from the derived class. The compiler won't do this automatically since it doesn't know whether you actually want this.
You have to call the base class function in the derived class sort of like this:
void CreateJson() {
UIData::CreateJSon();
}
etc
No, there is no such way. If you want to call virtual function from base class you should do this directly.
You may not be able to force a call to a virtual base class, but you can use indirection to simulate the behaviour.
typedef int integer;
#include <iostream>
#include <string>
using std::string;
using std::cout;
class IAuthenticator
{
public:
virtual void CreateJson() = 0;
};
class UIData : public IAuthenticator
{
protected:
UIData() : mWindowHandle(0)
{ /* Constructor do nothing. **/ }
private:
integer mWindowHandle;
virtual void CreateJsonPrivate() = 0;
public:
void CreateJson()
{
CreateJsonPrivate();
std::cout<<"UIData::CreateJson\n";
}
};
class AuthenticateIn : public UIData
{
private:
string mOrigin;
string mLogoURL;
string mUserID;
virtual void CreateJsonPrivate()
{
std::cout<<"AuthenticateIn::CreateJson\n";
}
};
int main()
{
AuthenticateIn* ai = new AuthenticateIn();
ai->CreateJson();
}
Output:
AuthenticateIn::CreateJson
UIData::CreateJson

How can I pass a variable from class element to class element? (C++)

My question might not be too correct... What I mean is:
class MyClass
{
public:
MyClass()
{
}
virtual void Event()
{
}
};
class FirstClass : public MyClass
{
string a; // I'm not even sure where to declare this...
public:
FirstClass()
{
}
virtual void Event()
{
a = "Hello"; // This is the variable that I wish to pass to the other class.
}
};
class SecondClass : public MyClass
{
public:
SecondClass()
{
}
virtual void Event()
{
if (a == "Hello")
cout << "This is what I wanted.";
}
};
I hope that this makes at least a little sense...
Edit: _This changed to a.
What you need to do is make SecondClass inherit from FirstClass and declare _This as protected.
class FirstClass : public MyClass
{
protected:
string _This;
public:
and
class SecondClass : public FirstClass
What you got doesn't make sense because classes can only see members and functions from their parents (MyClass in your case). Just because two class inherit from the same parent does not mean they have any relation or know anything about each other.
Also, protected means that all classes that inherit from this class will be able to see its members, but nobody else.
I guess that you need something like this (for a sake of simplicity, I've omitted all the unnecessary code):
class Base{
public:
~Base(){}
protected:
static int m_shared;
};
int Base::m_shared = -1;
class A : public Base{
public:
void Event(){
m_shared = 0;
}
};
class B : public Base{
public:
void Event(){
if (m_shared == 0) {
m_shared = 1;
}
}
};
int _tmain(int argc, _TCHAR* argv[])
{
A a;
B b;
a.Event();
b.Event();
return 0;
}
To explain above, I'll explain the static data members:
Non-static members are unique per class instance and you can't share them between class instances. On the other side, static members are shared by all instances of the class.
p.s. I suggest that you read this book (especially Observer pattern). Also note that above code is not thread-safe.

Simulating a virtual static member of a class in c++?

Is there anyway to have a sort of virtual static member in C++?
For example:
class BaseClass {
public:
BaseClass(const string& name) : _name(name) {}
string GetName() const { return _name; }
virtual void UseClass() = 0;
private:
const string _name;
};
class DerivedClass : public BaseClass {
public:
DerivedClass() : BaseClass("DerivedClass") {}
virtual void UseClass() { /* do something */ }
};
I know this example is trivial, but if I have a vector of complex data that is going to be always the same for all derived class but is needed to be accessed from base class methods?
class BaseClass {
public:
BaseClass() {}
virtual string GetName() const = 0;
virtual void UseClass() = 0;
};
class DerivedClass : public BaseClass {
public:
DerivedClass() {}
virtual string GetName() const { return _name; }
virtual void UseClass() { /* do something */ }
private:
static const string _name;
};
string DerivedClass::_name = "DerivedClass";
This solution does not satify me because I need reimplement the member _name and its accessor GetName() in every class. In my case I have several members that follows _name behavior and tenths of derived classes.
Any idea?
Here is one solution:
struct BaseData
{
const string my_word;
const int my_number;
};
class Base
{
public:
Base(const BaseData* apBaseData)
{
mpBaseData = apBaseData;
}
const string getMyWord()
{
return mpBaseData->my_word;
}
int getMyNumber()
{
return mpBaseData->my_number;
}
private:
const BaseData* mpBaseData;
};
class Derived : public Base
{
public:
Derived() : Base(&sBaseData)
{
}
private:
static BaseData sBaseData;
}
BaseData Derived::BaseData = { "Foo", 42 };
It seems like the answer is in the question - the method you suggested seems to be the right direction to go, except that if you have a big number of those shared members you might want to gather them into a struct or class and past that as the argument to the constructor of the base class.
If you insist on having the "shared" members implemented as static members of the derived class, you might be able to auto-generate the code of the derived classes. XSLT is a great tool for auto-generating simple classes.
In general, the example doesn't show a need for "virtual static" members, because for purposes like these you don't actually need inheritance - instead you should use the base class and have it accept the appropriate values in the constructor - maybe creating a single instance of the arguments for each "sub-type" and passing a pointer to it to avoid duplication of the shared data. Another similar approach is to use templates and pass as the template argument a class that provides all the relevant values (this is commonly referred to as the "Policy" pattern).
To conclude - for the purpose of the original example, there is no need for such "virtual static" members. If you still think they are needed for the code you are writing, please try to elaborate and add more context.
Example of what I described above:
class BaseClass {
public:
BaseClass(const Descriptor& desc) : _desc(desc) {}
string GetName() const { return _desc.name; }
int GetId() const { return _desc.Id; }
X GetX() connst { return _desc.X; }
virtual void UseClass() = 0;
private:
const Descriptor _desc;
};
class DerivedClass : public BaseClass {
public:
DerivedClass() : BaseClass(Descriptor("abc", 1,...)) {}
virtual void UseClass() { /* do something */ }
};
class DerDerClass : public BaseClass {
public:
DerivedClass() : BaseClass("Wowzer", 843,...) {}
virtual void UseClass() { /* do something */ }
};
I'd like to elaborate on this solution, and maybe give a solution to the de-initialization problem:
With a small change, you can implement the design described above without necessarily create a new instance of the "descriptor" for each instance of a derived class.
You can create a singleton object, DescriptorMap, that will hold the single instance of each descriptor, and use it when constructing the derived objects like so:
enum InstanceType {
Yellow,
Big,
BananaHammoc
}
class DescriptorsMap{
public:
static Descriptor* GetDescriptor(InstanceType type) {
if ( _instance.Get() == null) {
_instance.reset(new DescriptorsMap());
}
return _instance.Get()-> _descriptors[type];
}
private:
DescriptorsMap() {
descriptors[Yellow] = new Descriptor("Yellow", 42, ...);
descriptors[Big] = new Descriptor("InJapan", 17, ...)
...
}
~DescriptorsMap() {
/*Delete all the descriptors from the map*/
}
static autoptr<DescriptorsMap> _instance;
map<InstanceType, Descriptor*> _descriptors;
}
Now we can do this:
class DerivedClass : public BaseClass {
public:
DerivedClass() : BaseClass(DescriptorsMap.GetDescriptor(InstanceType.BananaHammoc)) {}
virtual void UseClass() { /* do something */ }
};
class DerDerClass : public BaseClass {
public:
DerivedClass() : BaseClass(DescriptorsMap.GetDescriptor(InstanceType.Yellow)) {}
virtual void UseClass() { /* do something */ }
};
At the end of execution, when the C runtime performs uninitializations, it also calls the destructor of static objects, including our autoptr, which in deletes our instance of the DescriptorsMap.
So now we have a single instance of each descriptor that is also being deleted at the end of execution.
Note that if the only purpose of the derived class is to supply the relevant "descriptor" data (i.e. as opposed to implementing virtual functions) then you should make do with making the base class non-abstract, and just creating an instance with the appropriate descriptor each time.
I agree with Hershi's suggestion to use a template as the "base class". From what you're describing, it sounds more like a use for templates rather then subclassing.
You could create a template as follows ( have not tried to compile this ):
template <typename T>
class Object
{
public:
Object( const T& newObject ) : yourObject(newObject) {} ;
T GetObject() const { return yourObject } ;
void SetObject( const T& newObject ) { yourObject = newObject } ;
protected:
const T yourObject ;
} ;
class SomeClassOne
{
public:
SomeClassOne( const std::vector& someData )
{
yourData.SetObject( someData ) ;
}
private:
Object<std::vector<int>> yourData ;
} ;
This will let you use the template class methods to modify the data as needed from within your custom classes that use the data and share the various aspects of the template class.
If you're intent on using inheritance, then you might have to resort to the "joys" of using a void* pointer in your BaseClass and dealing with casting, etc.
However, based on your explanation, it seems like you need templates and not inheritance.
#Hershi: the problem with that approach is that each instance of each derived class has a copy of the data, which may be expensive in some way.
Perhaps you could try something like this (I'm spit-balling without a compiling example, but the idea should be clear).
#include <iostream>
#include <string>
using namespace std;
struct DerivedData
{
DerivedData(const string & word, const int number) :
my_word(word), my_number(number) {}
const string my_word;
const int my_number;
};
class Base {
public:
Base() : m_data(0) {}
string getWord() const { return m_data->my_word; }
int getNumber() const { return m_data->my_number; }
protected:
DerivedData * m_data;
};
class Derived : public Base {
public:
Derived() : Base() {
if(Derived::s_data == 0) {
Derived::s_data = new DerivedData("abc", 1);
}
m_data = s_data;
}
private:
static DerivedData * s_data;
};
DerivedData * Derived::s_data = 0;
int main()
{
Base * p_b = new Derived();
cout getWord() << endl;
}
Regarding the follow-up question on deleting the static object: the only solution that comes to mind is to use a smart pointer, something like the Boost shared pointer.
It sounds as if you're trying to avoid having to duplicate the code at the leaf classes, so why not just derive an intermediate base class from the base class. this intermediate class can hold the static data, and have all your leaf classes derive from the intermediate base class. This presupposes that one static piece of data held over all the derived classes is desired, which seems so from your example.