Generic Mutator/Accessor functions - c++

Is there a way to create generic set/get functions in C++? I have a class with a large number of attributes but no functions (ok I should probably use a struct), and really don't want to write individual set and get functions for each data member. The functions I'm thinking of would be something like 'set_member( T variable ), where T could be anything, primitive types or user defined. I imagine perhaps you could create a struct with a struct as a member, then whenever you want to access a specific member of the member struct, you refer to it by the appropriate pointer. I've tried writing something to achieve this but no luck so far.

C++ has (as far as I know) no inbuilt way to autogenerate setter/getter functions.
You might be able to work some macro-magic (with all its pitfalls), otherwise your options are slim.

I can think of following alternatives:
Some IDEs generate get, set methods automatically for the data members of class. I am not sure if it is possible for C++ IDE. But I know that Eclipse IDE for Java does it. You may check once if Eclipse IDE for C++ has this facility.
You may write a short shell script or python script for automatically generating get, set method given a text file containing names and types of variables in each line.
By default all the members of struct are public. So use struct. Or if you decide to use class, then, put all the data members in public section. If you are not doing anything other than simple set, get, then, it might be ok to do so. However, debugging will be tedious in case if you encounter issues with changes in the data members.

Related

Is there a way to create a constrained data type in Clojure?

As an example, a string that contains only a valid email address, as defined by some regex.
If a field of this type would be a part of a more complex data structure, or would be used as a function parameter, or used in any other context, the client code would be able to assume the field is a string containing a valid email address. Thus, no checks like "valid?" should be ever necessary, so approach of domaintypes would not work.
In Haskell this could be accomplished by a smart constructor (section 1.2) and in Java by ensuring the type is immutable (all setters private) and by adding a check in the constructor that throws a RuntimeException if the string used to create the type doesn't contain a valid email address.
If this is impossible in plain Clojure, I would like to see an example implementation in some well known extensions of the language, like Typed Clojure.
Ok, maybe, I understand now a question and I formulate in the comment my thoughts not really well. So I try to suggest an admissible solution to your question and then I try to explain some ideas I tried to tell in the comment.
1) There is a gen-class that generates compiled bytecode for a class and you can set constructor for the class there.
2) You can create a record with defrecord in some namespace that is private by convention in your project, then you
create another namespace with public api and define your factory function here. So the user of your public namespace will be able to call only public functions of your public namespace. (Of course, he can call also private ones, but with some another code)
3) You can just define a function like make-email that will return a map.
So you didn't specify your data structure anywhere.
4) You can just document your code where you will warn people to use the factory function for construction.
But! In Java if your code requires some interface, then it's user problem to give to your code the valid interface implementation. So if you write even a little bit general code in Java you already has lost the property of the valid email string. This stuff with interfaces is because Java is statically typed language.
Clojure is, in general, dynamically typed, so the user, in general, should be able to pass arbitrary data structure to arbitrary function without any type problems in compile time and it's his fault if he pass the wrong data. That makes, for example, this thing possible: You create a record and create a factory (constructor) function. And you expect a record to be passed in your code. But the user can pass a map with the same keys as your record fields names and the code will work.
So, in general, if you want the user of your code to be responsible for passing a required typed in dynamically typed language, then it cost nothing for user to be responsible for constructing it in a correct way that you provide to him.
Another solutions are: User just write tests. You can specify in your api functions :pre and :post conditions to check the structure. You can use typed clojure with the ideas I wrote above. And you can use some additional declarative libraries, like that was mentioned in the first comment of #Thumbnail.
P.S. I'm not a clojure professional, so I could easily miss some better solutions.

Documenting fake classes

I have a function which exposes all of my required C++ functions to Lua, there are various tables representing different aspects of my "Scripting API", what I wish to do is use doxygen to make a scripting reference using the C++ code that exposes these script functions.
I have tried to make 'fake' classes in the body of the function, which successfully makes a new entry with the name I have given it, for instance if I make a table named 'Math' which has several functions exposed on it, how would I also make 'fake' member functions in this 'fake' class, I have tried to simply pass in \fn defining the function, however it does not show up as they are not actually real members to add a description to. How would I create this sort of effect in doxygen without hand righting a verbatim definition of every class, but instead treat the comment block as if it were a real class with real members?
It sounds like you're trying to document Lua code as if they were C++. Maybe it's possible, but it's probably more trouble than it's worth.
If you're trying to document Lua code with doxygen, maybe you could try doxygen-lua.
If your Lua API is small, you could just write a page by hand, with \ref's to the relavent C++ code. (Kind of hacky, but I've done this before.)
You could also consider using some other doc generator for your Lua API, such as LuaDoc, or anything else listed on the lua-users wiki DocumentingLuaCode.
I ended up writing a fake .doxy file which had typenames similar to lua values, apparently doxygen will document any type to throw at it.

What is the best design pattern to register data "chunks"?

I have a library which can save/load on disk "chunks" which are POD structs with constant size and unique static CHUNK_ID field. So load looks somethink like this.
void Load(int docId, char* ptr, int type, size_t& size)...
If you want to add new chunk you just add struct with new CHUNK_ID and use Save Load functions to it.
What I want is to force all "chunks" to have functions like PrintHumanReadable, CompareThisTypeOfChunk etc(Ideally program should not compile without such functions). Also I want to mark/register/enumerate all chunk-structs.
I have a few ideas but all of them have problems.
Create base class with pure virtual functions PrintHumanReadable, CompareThisTypeOfChunk.
Problem:breaks pod type and requires library rewriting.
Implement factory which creates chunk struct from CHUNK_ID. Problem: compiles when I add new chunk without required functions.
Could you recomend elegant design solution for my problem?
Implement a simple code generator. You can use something like Mako or Cheetah (both Python libraries). Make a text file containing all the class names, then have the generator build the factory method and a series of methods which aren't really used but which refer to the desired methods in all the classes. This will also make it straightforward to enumerate the classes (again, using generated code).
The proper design pattern for this is called "use Boost.Serialization". It's really the best tool for writing objects to a format and then reading them back later. It can write in text, binary, and even XML formats (and others if you write a proper stream for them). It's can be non-intrusive, so you don't need to modify the objects to serialize them. And so forth.
Once you're using the proper tool for this job, you can then use whatever class hierarchy or other method you like to ensure that the proper functions for an object exist.
If you can't/won't use Boost.Serialization, then you're pretty much stuck with a runtime solution. And since the solution is runtime rather than compile time, there's no way to ensure at compile time that any particular chunk ID has the requisite functions.

Flexible application configuration in C++

I am developing a C++ application used to simulate a real world scenario. Based on this simulation our team is going to develop, test and evaluate different algorithms working within such a real world scenrio.
We need the possibility to define several scenarios (they might differ in a few parameters, but a future scenario might also require creating objects of new classes) and the possibility to maintain a set of algorithms (which is, again, a set of parameters but also the definition which classes are to be created). Parameters are passed to the classes in the constructor.
I am wondering which is the best way to manage all the scenario and algorithm configurations. It should be easily possible to have one developer work on one scenario with "his" algorithm and another developer working on another scenario with "his" different algorithm. Still, the parameter sets might be huge and should be "sharable" (if I defined a set of parameters for a certain algorithm in Scenario A, it should be possible to use the algorithm in Scenario B without copy&paste).
It seems like there are two main ways to accomplish my task:
Define a configuration file format that can handle my requirements. This format might be XML based or custom. As there is no C#-like reflection in C++, it seems like I have to update the config-file parser each time a new algorithm class is added to project (in order to convert a string like "MyClass" into a new instance of MyClass). I could create a name for every setup and pass this name as command line argument.
The pros are: no compilation required to change a parameter and re-run, I can easily store the whole config file with the simulation results
contra: seems like a lot of effort, especially hard because I am using a lot of template classes that have to be instantiated with given template arguments. No IDE support for writing the file (at least without creating a whole XSD which I would have to update everytime a parameter/class is added)
Wire everything up in C++ code. I am not completely sure how I would do this to separate all the different creation logic but still be able to reuse parameters across scenarios. I think I'd also try to give every setup a (string) name and use this name to select the setup via command line arg.
pro: type safety, IDE support, no parser needed
con: how can I easily store the setup with the results (maybe some serialization?)?, needs compilation after every parameter change
Now here are my questions:
- What is your opinion? Did I miss
important pros/cons?
- did I miss a third option?
- Is there a simple way to implement the config file approach that gives
me enough flexibility?
- How would you organize all the factory code in the seconde approach? Are there any good C++ examples for something like this out there?
Thanks a lot!
There is a way to do this without templates or reflection.
First, you make sure that all the classes you want to create from the configuration file have a common base class. Let's call this MyBaseClass and assume that MyClass1, MyClass2 and MyClass3 all inherit from it.
Second, you implement a factory function for each of MyClass1, MyClass2 and MyClass3. The signatures of all these factory functions must be identical. An example factory function is as follows.
MyBaseClass * create_MyClass1(Configuration & cfg)
{
// Retrieve config variables and pass as parameters
// to the constructor
int age = cfg->lookupInt("age");
std::string address = cfg->lookupString("address");
return new MyClass1(age, address);
}
Third, you register all the factory functions in a map.
typedef MyBaseClass* (*FactoryFunc)(Configuration *);
std::map<std::string, FactoryFunc> nameToFactoryFunc;
nameToFactoryFunc["MyClass1"] = &create_MyClass1;
nameToFactoryFunc["MyClass2"] = &create_MyClass2;
nameToFactoryFunc["MyClass3"] = &create_MyClass3;
Finally, you parse the configuration file and iterate over it to find all the entries that specify the name of a class. When you find such an entry, you look up its factory function in the nameToFactoryFunc table and invoke the function to create the corresponding object.
If you don't use XML, it's possible that boost::spirit could short-circuit at least some of the problems you are facing. Here's a simple example of how config data could be parsed directly into a class instance.
I found this website with a nice template supporting factory which I think will be used in my code.

Extending an existing class like a namespace (C++)?

I'm writing in second-person just because its easy, for you.
You are working with a game engine and really wish a particular engine class had a new method that does 'bla'. But you'd rather not spread your 'game' code into the 'engine' code.
So you could derive a new class from it with your one new method and put that code in your 'game' source directory, but maybe there's another option?
So this is probably completely illegal in the C++ language, but you thought at first, "perhaps I can add a new method to an existing class via my own header that includes the 'parent' header and some special syntax. This is possible when working with a namespace, for example..."
Assuming you can't declare methods of a class across multiple headers (and you are pretty darn sure you can't), what are the other options that support a clean divide between 'middleware/engine/library' and 'application', you wonder?
My only question to you is, "does your added functionality need to be a member function, or can it be a free function?" If what you want to do can be solved using the class's existing interface, then the only difference is the syntax, and you should use a free function (if you think that's "ugly", then... suck it up and move on, C++ wasn't designed for monkeypatching).
If you're trying to get at the internal guts of the class, it may be a sign that the original class is lacking in flexibility (it doesn't expose enough information for you to do what you want from the public interface). If that's the case, maybe the original class can be "completed", and you're back to putting a free function on top of it.
If absolutely none of that will work, and you just must have a member function (e.g. original class provided protected members you want to get at, and you don't have the freedom to modify the original interface)... only then resort to inheritance and member-function implementation.
For an in-depth discussion (and deconstruction of std::string'), check out this Guru of the Week "Monolith" class article.
Sounds like a 'acts upon' relationship, which would not fit in an inheritance (use sparingly!).
One option would be a composition utility class that acts upon a certain instance of the 'Engine' by being instantiated with a pointer to it.
Inheritance (as you pointed out), or
Use a function instead of a method, or
Alter the engine code itself, but isolate and manage the changes using a patch-manager like quilt or Mercurial/MQ
I don't see what's wrong with inheritance in this context though.
If the new method will be implemented using the existing public interface, then arguably it's more object oriented for it to be a separate function rather than a method. At least, Scott Meyers argues that it is.
Why? Because it gives better encapsulation. IIRC the argument goes that the class interface should define things that the object does. Helper-style functions are things that can be done with/to the object, not things that the object must do itself. So they don't belong in the class. If they are in the class, they can unnecessarily access private members and hence widen the hiding of that member and hence the number of lines of code that need to be touched if the private member changes in any way.
Of course if you want to access protected members then you must inherit. If your desired method requires per-instance state, but not access to protected members, then you can either inherit or composite according to taste - the former is usually more concise, but has certain disadvantages if the relationship isn't really "is a".
Sounds like you want Ruby mixins. Not sure there's anything close in C++. I think you have to do the inheritance.
Edit: You might be able to put a friend method in and use it like a mixin, but I think you'd start to break your encapsulation in a bad way.
You could do something COM-like, where the base class supports a QueryInterface() method which lets you ask for an interface that has that method on it. This is fairly trivial to implement in C++, you don't need COM per se.
You could also "pretend" to be a more dynamic language and have an array of callbacks as "methods" and gin up a way to call them using templates or macros and pushing 'this' onto the stack before the rest of the parameters. But it would be insane :)
Or Categories in Objective C.
There are conceptual approaches to extending class architectures (not single classes) in C++, but it's not a casual act, and requires planning ahead of time. Sorry.
Sounds like a classic inheritance problem to me. Except I would drop the code in an "Engine Enhancements" directory & include that concept in your architecture.