C++ nested classes referencing each other - c++

In C# I can have two nested classes refer to each other without problem:
public class CFGFile
{
class Setting
{
public Entry Ent;
}
class Entry
{
public Setting Setg;
}
}
However, trying the same thing in C++ causes problems:
class CFGFile
{
class Setting;
class Entry
{
Setting Setg;
};
class Setting
{
Entry Ent;
]
};
I get
"incomplete type not allowed"
at the Setg variable definition, and error
"C2079: 'CFGFile::Entry::Setg' uses undefined class
'CFGFile::Setting'"
when compiling.
I'm using Visual Studio 2017.
Is cross referring not possible in nested classes in C++?

This has nothing to do with nested or not. In C++, you can not cross reference each other for two classes/structs like that. The workaround is that you use either pointer or reference which does not require a complete type definition. In your case, try the following,
class CFGFile
{
class Setting;
class Entry
{
Setting* Setg; // or std::unique_ptr<Setting> Setg;
};
class Setting
{
Entry Ent;
};
};
As suggested by #Ted Lyngmo, std::unique_ptr is the preferred way in modern C++ for applications.

To expand on why this happens, this comes from the fact that when the compiler looks at a struct or class, it needs to be able to determine its exact size, among other things to be able to know how much memory it needs to allocate for instances of these.
In this case, the compiler can't determine the size of Entry because it only knows that a Setting class exists, but it doesn't know its size yet.
Using a pointer, i.e.:
class Setting;
class Entry
{
Setting* Setg;
};
actually solves this problem, because while the compiler still doesn't know anything about Setting, it still knows the size of a pointer (regardless of the pointee's type).
As already mentioned, the "nested" part has no impact on this.

C# - by design - uses reference semantics for classes, thus the provided snippet does not cause circular value depency. OTH c++ prefers value semantics , which would -in turn- result in infinite recursion in the original sample code, if the standard did not ban that kind of code; As implicated in earlier replies, if reference semantics is needed, it should be explicitly expressed in terms of pointer/reference syntax.

Related

Why is Microsoft using struct rather than class in new code?

So normally I wouldn't ask a question like this because it seems like it could be opinion based or start some sort of verbal war on coding practices, but I think there might be a technical reason here that I don't understand.
I was looking over the code in the header files for vcpkg (a library packing manager that Microsoft is creating and is "new" code) because reading code generally is a good way to learn things you didn't know.
The first thing I noticed was the use of using rather than typedef.
Snippet from 'https://github.com/microsoft/vcpkg/blob/master/toolsrc/include/vcpkg/parse.h'
template<class P>
using ParseExpected = ExpectedT<std::unique_ptr<P>, std::unique_ptr<ParseControlErrorInfo>>;
I haven't personally used using this way before and an answer from: What is the difference between 'typedef' and 'using' in C++11?. Essentially, using is the new way to do it, and the benefit is that it can use templates. So Microsoft had a good reason to use using instead of typedef.
Looking at 'https://github.com/microsoft/vcpkg/blob/master/toolsrc/include/vcpkg/commands.h' I noticed that they did not use any classes. Instead it was only namespaces with a function or so in them. ie:
namespace vcpkg::Commands
{
namespace BuildExternal
{
void perform_and_exit(const VcpkgCmdArguments& args, const VcpkgPaths& paths, const Triplet& default_triplet);
}
}
I'm guessing that part of this is that the calling syntax looks essentially just like a static member function in a class, so the code performs the same but maybe saves some overhead by being a namespace instead of a class. (If anyone has any ideas on this too that would be great.)
Now the main point of all this. Why is Microsoft using structs instead of classes in their namespaces?
Snippet from 'https://github.com/microsoft/vcpkg/blob/master/toolsrc/include/vcpkg/parse.h':
namespace vcpkg::Parse
{
/* ... Code I'm excluding for brevity ... */
struct ParagraphParser
{
ParagraphParser(RawParagraph&& fields) : fields(std::move(fields)) {}
void required_field(const std::string& fieldname, std::string& out);
std::string optional_field(const std::string& fieldname) const;
std::unique_ptr<ParseControlErrorInfo> error_info(const std::string& name) const;
private:
RawParagraph&& fields;
std::vector<std::string> missing_fields;
};
}
Searching stackoverflow, I found an old question: Why Microsoft uses a struct for directX library instead of a class?
Which the answers were essentially, you don't have to declare things as public as default and a comment way at the bottom saying that it was old code.
If vcpkg was old code I would be completely satisfied, however, this is new code. Is it just some style they have that is a carry over (but using vs typedef isn't)? Or is it to save a line of code (public:)? Or is there some sort of overhead benefit? Or some other thing I haven't considered at all?
The only differences between struct and class are:
the default member access (public vs private) and
the default inheritance if you inherit from the type (public inheritance vs private inheritance).
The end result of 1 will be the same once the author has finished adding public:/private: to the type. 2 you can easily control yourself by being explicit when you inherit, rather than rely on the default. It's hardly a big deal and doesn't really matter.
As to why Microsoft uses struct rather than class in their code, you will have to ask some Microsoft people.
Regarding the free functions vs static functions, I don't think there is any overhead in this with classes (I haven't measured this at all, I would just think that most compiler would recognize that the class is basically just a namespace for the function). The thing is just: You don't need a class.
Using a class with only static functions is basically abusing the class as a namespace. So if you are only doing that, then be explicit about it and just use a namespace. Having a class there would only be confusing since you would think that maybe there could be some state here and just see that there is non when you see that the function in the class is static.
This is especially relevant if this is used a bit wrongly. Imagine someone instantiates a class A a with static member function f to call a.f(). It is no problem regarding performance, since the construction is a no-op and it will pretty much be equivalent to A::f(). But for the reader it seems like there is some kind of state involved and that is just confusing.
Regarding the other two: using is just superior to typedef throught being able to use templates and is (IMO) better readable. The struct vs class issue is just something over what has the better defaults, its not a big difference, but most often, what you want is what a struct does, so there is no reason to use a class.
To be (more) compatible with C
To avoid making everything public by using the public: keyword, since that all COM objects for example have only public member functions.

Difference between using structures with methods and with functions and classes? [duplicate]

This question already has answers here:
What are the differences between struct and class in C++?
(30 answers)
Closed 2 months ago.
The community reviewed whether to reopen this question last month and left it closed:
Original close reason(s) were not resolved
In what scenarios is it better to use a struct vs a class in C++?
The differences between a class and a struct in C++ are:
struct members and base classes/structs are public by default.
class members and base classes/structs are private by default.
Both classes and structs can have a mixture of public, protected and private members, can use inheritance, and can have member functions.
I would recommend you:
use struct for plain-old-data structures without any class-like features;
use class when you make use of features such as private or protected members, non-default constructors and operators, etc.
As everyone else notes there are really only two actual language differences:
struct defaults to public access and class defaults to private access.
When inheriting, struct defaults to public inheritance and class defaults to private inheritance. (Ironically, as with so many things in C++, the default is backwards: public inheritance is by far the more common choice, but people rarely declare structs just to save on typing the "public" keyword.
But the real difference in practice is between a class/struct that declares a constructor/destructor and one that doesn't. There are certain guarantees to a "plain-old-data" POD type, that no longer apply once you take over the class's construction. To keep this distinction clear, many people deliberately only use structs for POD types, and, if they are going to add any methods at all, use classes. The difference between the two fragments below is otherwise meaningless:
class X
{
public:
// ...
};
struct X
{
// ...
};
(Incidentally, here's a thread with some good explanations about what "POD type" actually means: What are POD types in C++?)
There are lots of misconceptions in the existing answers.
Both class and struct declare a class.
Yes, you may have to rearrange your access modifying keywords inside the class definition, depending on which keyword you used to declare the class.
But, beyond syntax, the only reason to choose one over the other is convention/style/preference.
Some people like to stick with the struct keyword for classes without member functions, because the resulting definition "looks like" a simple structure from C.
Similarly, some people like to use the class keyword for classes with member functions and private data, because it says "class" on it and therefore looks like examples from their favourite book on object-oriented programming.
The reality is that this completely up to you and your team, and it'll make literally no difference whatsoever to your program.
The following two classes are absolutely equivalent in every way except their name:
struct Foo
{
int x;
};
class Bar
{
public:
int x;
};
You can even switch keywords when redeclaring:
class Foo;
struct Bar;
(although this breaks Visual Studio builds due to non-conformance, so that compiler will emit a warning when you do this.)
and the following expressions both evaluate to true:
std::is_class<Foo>::value
std::is_class<Bar>::value
Do note, though, that you can't switch the keywords when redefining; this is only because (per the one-definition rule) duplicate class definitions across translation units must "consist of the same sequence of tokens". This means you can't even exchange const int member; with int const member;, and has nothing to do with the semantics of class or struct.
The only time I use a struct instead of a class is when declaring a functor right before using it in a function call and want to minimize syntax for the sake of clarity. e.g.:
struct Compare { bool operator() { ... } };
std::sort(collection.begin(), collection.end(), Compare());
From the C++ FAQ Lite:
The members and base classes of a struct are public by default, while in class, they default to private. Note: you should make your base classes explicitly public, private, or protected, rather than relying on the defaults.
struct and class are otherwise functionally equivalent.
OK, enough of that squeaky clean techno talk. Emotionally, most developers make a strong distinction between a class and a struct. A struct simply feels like an open pile of bits with very little in the way of encapsulation or functionality. A class feels like a living and responsible member of society with intelligent services, a strong encapsulation barrier, and a well defined interface. Since that's the connotation most people already have, you should probably use the struct keyword if you have a class that has very few methods and has public data (such things do exist in well designed systems!), but otherwise you should probably use the class keyword.
You can use "struct" in C++ if you are writing a library whose internals are C++ but the API can be called by either C or C++ code. You simply make a single header that contains structs and global API functions that you expose to both C and C++ code as this:
// C access Header to a C++ library
#ifdef __cpp
extern "C" {
#endif
// Put your C struct's here
struct foo
{
...
};
// NOTE: the typedef is used because C does not automatically generate
// a typedef with the same name as a struct like C++.
typedef struct foo foo;
// Put your C API functions here
void bar(foo *fun);
#ifdef __cpp
}
#endif
Then you can write a function bar() in a C++ file using C++ code and make it callable from C and the two worlds can share data through the declared struct's. There are other caveats of course when mixing C and C++ but this is a simplified example.
One place where a struct has been helpful for me is when I have a system that's receiving fixed format messages (over say, a serial port) from another system. You can cast the stream of bytes into a struct that defines your fields, and then easily access the fields.
typedef struct
{
int messageId;
int messageCounter;
int messageData;
} tMessageType;
void processMessage(unsigned char *rawMessage)
{
tMessageType *messageFields = (tMessageType *)rawMessage;
printf("MessageId is %d\n", messageFields->messageId);
}
Obviously, this is the same thing you would do in C, but I find that the overhead of having to decode the message into a class is usually not worth it.
As every one says, the only real difference is the default access. But I particularly use struct when I don't want any sort of encapsulation with a simple data class, even if I implement some helper methods. For instance, when I need something like this:
struct myvec {
int x;
int y;
int z;
int length() {return x+y+z;}
};
To answer my own question (shamelessly), As already mentioned, access privileges are the only difference between them in C++.
I tend to use a struct for data-storage only. I'll allow it to get a few helper functions if it makes working with the data easier. However as soon as the data requires flow control (i.e. getters/setters that maintain or protect an internal state) or starts acquring any major functionality (basically more object-like), it will get 'upgraded' to a class to better communicate intent.
For C++, there really isn't much of a difference between structs and classes. The main functional difference is that members of a struct are public by default, while they are private by default in classes. Otherwise, as far as the language is concerned, they are equivalent.
That said, I tend to use structs in C++ like I do in C#, similar to what Brian has said. Structs are simple data containers, while classes are used for objects that need to act on the data in addition to just holding on to it.
Structs (PODs, more generally) are handy when you're providing a C-compatible interface with a C++ implementation, since they're portable across language borders and linker formats.
If that's not a concern to you, then I suppose the use of the "struct" instead of "class" is a good communicator of intent (as #ZeroSignal said above). Structs also have more predictable copying semantics, so they're useful for data you intend to write to external media or send across the wire.
Structs are also handy for various metaprogramming tasks, like traits templates that just expose a bunch of dependent typedefs:
template <typename T> struct type_traits {
typedef T type;
typedef T::iterator_type iterator_type;
...
};
...But that's really just taking advantage of struct's default protection level being public...
As others have pointed out
both are equivalent apart from default visibility
there may be reasons to be forced to use the one or the other for whatever reason
There's a clear recommendation about when to use which from Stroustrup/Sutter:
Use class if the class has an invariant; use struct if the data members can vary independently
However, keep in mind that it is not wise to forward declare sth. as a class (class X;) and define it as struct (struct X { ... }).
It may work on some linkers (e.g., g++) and may fail on others (e.g., MSVC), so you will find yourself in developer hell.
Both struct and class are the same under the hood though with different defaults as to visibility, struct default is public and class default is private. You can change either one to be the other with the appropriate use of private and public. They both allow inheritance, methods, constructors, destructors, and all the rest of the goodies of an object oriented language.
However one huge difference between the two is that struct as a keyword is supported in C whereas class is not. This means that one can use a struct in an include file that can be #include into either C++ or C so long as the struct is a plain C style struct and everything else in the include file is compatible with C, i.e. no C++ specific keywords such as private, public, no methods, no inheritance, etc. etc. etc.
A C style struct can be used with other interfaces which support using C style struct to carry data back and forth over the interface.
A C style struct is a kind of template (not a C++ template but rather a pattern or stencil) that describes the layout of a memory area. Over the years interfaces usable from C and with C plug-ins (here's looking at you Java and Python and Visual Basic) have been created some of which work with C style struct.
An advantage of struct over class is that it save one line of code, if adhering to "first public members, then private". In this light, I find the keyword class useless.
Here is another reason for using only struct and never class. Some code style guidelines for C++ suggest using small letters for function macros, the rationale being that when the macro is converted to an inline function, the name shouldn't need to be changed. Same here. You have your nice C-style struct and one day, you find out you need to add a constructor, or some convenience method. Do you change it to a class? Everywhere?
Distinguishing between structs and classes is just too much hassle getting into the way of doing what we should be doing - programming. Like so many of C++'s problems it arises out of the strong desire for backwards compatibility.
They are pretty much the same thing. Thanks to the magic of C++, a struct can hold functions, use inheritance, created using "new" and so on just like a class
The only functional difference is that a class begins with private access rights, while a struct begins with public. This is the maintain backwards compatibility with C.
In practice, I've always used structs as data holders and classes as objects.
Class.
Class members are private by default.
class test_one {
int main_one();
};
Is equivalent to
class test_one {
private:
int main_one();
};
So if you try
int two = one.main_one();
We will get an error: main_one is private because its not accessible. We can
solve it by initializing it by specifying its a public ie
class test_one {
public:
int main_one();
};
Struct.
A struct is a class where members are public by default.
struct test_one {
int main_one;
};
Means main_one is private ie
class test_one {
public:
int main_one;
};
I use structs for data structures where the members can take any value, it's
easier that way.
After years of programming in C++, my main language, I come to the dead conclusion that this is another one of C++ dumb feature.
There is no real difference between the two, and no reason why I should spend extra time deciding whether I should define my entity as a struct or a class.
To answer this question, feel free to always define your entity as a struct. Members will be public by default which is the norm. But even more importantly, inheritance will be public by default. Protected inheritance, and even worse, private inheritance, are the exceptions.
I have never had a case where private inheritance was the right thing to do. Yes I tried to invent problems to use private inheritance but it didn't work. And Java, the role model of Object Oriented programming defaults to public inheritance if you don't use the accessor keywords. And by the way, Java doesn't allow accessor keywords on inherited classes, they can only be publicly inherited. So you can see, the cpp team really fell down here.
Another frustrating thing about this, is that if you define as a class and declare as a struct you get compilation warning. As though this is something that impacted the performance or accuracy of your program. One answer also noted that MSVC may propogate a compiler error instead.
Those persons that use classes when it is raining and structs when it is shining are doing so based on what they have been taught. It's not something they discovered to be true. Java does not have a pair of names for classes, and only have the class keyword. If you want a data structure, simply make all your members public and don't add functions. This works in Java and I don't see any problem. What's the problem? You need 4 or 5 characters of BOM code to determine how to interpret the context of a class entity.
they're the same thing with different defaults (private by default for class, and public by default for struct), so in theory they're totally interchangeable.
so, if I just want to package some info to move around, I use a struct, even if i put a few methods there (but not many). If it's a mostly-opaque thing, where the main use would be via methods, and not directly to the data members, i use a full class.
Structs by default have public access and classes by default have private access.
Personally I use structs for Data Transfer Objects or as Value Objects. When used as such I declare all members as const to prevent modification by other code.
Just to address this from a C++20 Standardese perspective (working from N4860)...
A class is a type. The keywords "class" and "struct" (and "union") are - in the C++ grammar - class-keys, and the only functional significance of the choice of class or struct is:
The class-key determines whether ... access is public or private by default (11.9).
Data member default accessibility
That the class keyword results in private-by-default members, and `struct keyword results in public-by-default members, is documented by the examples in 11.9.1:
class X {
int a; // X::a is private by default: class used
...vs...
struct S {
int a; // S::a is public by default: struct used
Base class default accessibility
1.9 also says:
In the absence of an access-specifier for a base class, public is assumed when the derived class is defined with the class-key struct and private is assumed when the class is defined with the class-key class.
Circumstances where consistent use of struct or class is required...
There's a requirement:
In a redeclaration, partial specialization, explicit specialization or explicit instantiation of a class template, the class-key shall agree in kind with the original class template declaration (9.2.8.3).
...in any elaborated-type-specifier, the enum keyword shall be used to refer to an enumeration (9.7.1), the union class-key shall be used to refer to a union (11.5), and either the class or struct class-key shall be
used to refer to a non-union class (11.1).
The following example (of when consistency is not required) is provided:
struct S { } s;
class S* p = &s; // OK
Still, some compilers may warn about this.
Interestingly, while the types you create with struct, class and union are all termed "classes", we have...
A standard-layout struct is a standard layout class defined with the class-key struct or the class-key class.
...so in Standardese, when there's talk of a standard-layout struct it's using "struct" to imply "not a union"s.
I'm curious if there are similar use of "struct" in other terminology, but it's too big a job to do an exhaustive search of the Standard. Comments about that welcome.
Technically both are the same in C++ - for instance it's possible for a struct to have overloaded operators etc.
However :
I use structs when I wish to pass information of multiple types simultaneously
I use classes when the I'm dealing with a "functional" object.
Hope it helps.
#include <string>
#include <map>
using namespace std;
struct student
{
int age;
string name;
map<string, int> grades
};
class ClassRoom
{
typedef map<string, student> student_map;
public :
student getStudentByName(string name) const
{ student_map::const_iterator m_it = students.find(name); return m_it->second; }
private :
student_map students;
};
For instance, I'm returning a struct student in the get...() methods over here - enjoy.
When would you choose to use struct
and when to use class in C++?
I use struct when I define functors and POD. Otherwise I use class.
// '()' is public by default!
struct mycompare : public std::binary_function<int, int, bool>
{
bool operator()(int first, int second)
{ return first < second; }
};
class mycompare : public std::binary_function<int, int, bool>
{
public:
bool operator()(int first, int second)
{ return first < second; }
};
I use structs when I need to create POD type or functor.
All class members are private by default and all struct members are public by default.
Class has default private bases and Struct has default public bases. Struct in case of C cannot have member functions where as in case of C++ we can have member functions being added to the struct. Other than these differences, I don't find anything surprising about them.
I use struct only when I need to hold some data without any member functions associated to it (to operate on the member data) and to access the data variables directly.
Eg: Reading/Writing data from files and socket streams etc. Passing function arguments in a structure where the function arguments are too many and function syntax looks too lengthy.
Technically there is no big difference between class and struture except default accessibility.
More over it depends on programming style how you use it.
Want to improve this post? Provide detailed answers to this question, including citations and an explanation of why your answer is correct. Answers without enough detail may be edited or deleted.
I thought that Structs was intended as a Data Structure (like a multi-data type array of information) and classes was inteded for Code Packaging (like collections of subroutines & functions)..
:(
I never use "struct" in C++.
I can't ever imagine a scenario where you would use a struct when you want private members, unless you're willfully trying to be confusing.
It seems that using structs is more of a syntactic indication of how the data will be used, but I'd rather just make a class and try to make that explicit in the name of the class, or through comments.
E.g.
class PublicInputData {
//data members
};

Question about nesting classes[local and nested]

I have a class A.Now this has a method say performSomething(). This essentially takes a LINE as input and checks what type of LINE it is and branches accordingly and perform the intended task;
Class A
{
performSomething( LINE )
{
check LINE TYPE
switch( LINE ) {
}
}
};
Now, Im being asked to introduce a new inner class to do this operation in it. Now, here comes the trouble. Im not at all sure what he means by that or if that actually makes any sense here!.
Thing is I NEED LINE(input parameter) if I need to proceed further. But if I chose to design the new class as a LOCAL class(class inside method), then I can't access it[as local auto variable are not accessible];[i posted a question on this too).
I neither feel that this can be addressed by using NESTED class(class inside class);But Im, not quite sure about it.
He also insists that the LINE will be available in the nested class and so I need not worry about it. But what's breaking my head is that this line is not an instance variable. It is jus t an AUtomatic variable.
So, please someone point me out if this can be achieved thorough nested classes.
Thanks,
Moanr Pavan.
Well, there's quite a bit wrong with the code so far.
For instance, the switch is very likely the wrong approach to polymorphism. In C++ we generally use virtual functions for that, but sometimes we can also use function overloading and/or templates (if the actual types are already known at compile time).
Secondly, there's no rationale stated for an "inner" class, nor is it clear what that means. You can have classes inside other classes, and even classes inside functions. So the following would be syntactically OK:
class A
{
void performSomething( LINE )
{
class B {
static void performSomething(A* that, LINE) { code };
};
B::performSomething(this, LINE);
}
};
Your compiler will accept this, but we have to ask: what's the point of this? Also, note that B::performSomething can only access the members from A if we explicitly pass this.

Can I transform an object and access the private data members in C++?

I want to access a private data member in a class. There is no member function in the class to access the private data member. It is private.
I want to take the class and some how crack it open. One method was to copy the declaration of the class, make the private member public and call the new class class something_else. Then I do a reinterpret cast and copy the original object. This works. But I want something more elegant ... or perhaps generic ... or just another way.
What options are there? Can I use void*? Can I memcpy the class into another empty class? What are ways to do this??
%
I am assuming that
You've already been through "breaking encapsulation is bad" stage,
Exhausted other possible solutions,
Can't change class' header.
There are a few ways to subvert access to a class's private members, as demonstrated in GotW #76.
Duplicate a class definition and add a friend declaration.
Use evil macros: #define private public before including class' header.
Write a class definition with identical binary layout and use reinterpret_cast to switch from original class to a fake one.
Specialize a template member function if there is one (the only portable solution).
With the idea you suggest in your question, you don't need to copy the original object. If you write your own "all public" variation of the real class declaration, then cast a pointer to that new type, you can directly access the object through it.
The reason why none of this is a good idea is simple. You must be manipulating objects of a class of which you don't control the source (otherwise you'd be able to modify the source to give you the access you need). But if you don't control the source, then what if the maintainers change the layout of their class? Your duplicated version will no longer match up, and there will be no way for the compiler to detect this mismatch. The result will probably be memory corruption at runtime.
Since it's incorrectly understood, I have to clarify. All the following solutions do not require you to recompile the object. To use a class in your code, if it's compiled into an object file, you should include header file with the declaration of that class.
#include <class.h>
ObjectFoo instance;
It is possible (but dangerous unless you're careful) to change the header (a) or copy the header to another place and include that header (b), without recompiling the class itself.
#include <class_fixed.h>
ObjectFoo instance;
Your code, where you included the new header will just think that within the object file (which you haven't recompiled!) he will find implementation of the class declared as in class_fixed.h. While there persists the class declared as in class.h. If you change offsets of members (add new members for example) in your new header, you're dead and the code will not work properly. But just changing the access works fine. Compiled code doesn't know about access, this matters only at the compilation strange.
This is not always harmful. In everyday life you encounter such a change when you install new version of a library into your system and do not recompile all programs that depend on it. But it should be handled with care
There are several solutions.
memcpy()Don't! Do not memcpy as object copying sometimes undergoes specific policy imposed by the class designer. For example, auto_ptrs can't be just memcopied: if you memcopy the auto_ptr and then destructor is ran for both, you'll attempt to free the same memory two times and the program will crash.
Change private: to public: in header or with macroIf your license permits it, you may solve your problem by editing the header file that comes with the implementation of the class. Whether the source code of the implementation (i.e. cpp-file of the class) is under your control doesn't matter: changing private to public for data members (in header) suffices and works just fine even if you're given a binary-only library that contains class definition. (For member functions changing access sometimes changes its internal name, but for MSVS and GCC it's ok.)
Adding a new getter functionWhile changing private to public is nearly always ok (unless you rely on specific compile-time checks that should break the compilation if class has certain member accessible), adding new getter function should be performed carefully. The getter function should be inline (and therefore defined in the header file of the class).
reinterpret_castThe cast works just fine if you're NOT casting a pointer to dynamic base class (dynamic means "with virtual functions or bases") whose actual instance at the moment of casting can be derived from the class at the particular piece of code.
protected:And just in case you forgot. C++ can declare members protected:, i.e. accessible only to the classes derived from the given. This may fulfill your needs.
You can, but you shouldn't. The objects are just memory. You can certainly cast the pointer into an equivalent class that has the same members but where everything is public. But why do you want to do this? Do you have somebody else's code that you need to work with? Get them to add proper accessor methods. Do you really need to treat them as public members? Change the class.
I'm not really sure what you are trying to do, but it's probably a mistake.
I agree with the "edit the source" comment, but I think you should add a method, not just comment out the 'private'.
You must have the declaration of the class, so you presumably have the header but possibly not the .cpp/whatever file. Add an inline member function to the class in a copy of the header, and include this header instead of the original. You should still be able to link to the object file for the inaccessible source code.
Of course this counts as an evil hack, bypassing the protections built into the language rather than working with them. That's why I suggest the minimally evil hack - don't make everything private, and if you can get away with a getter (but no setter) do that. Of course the real minimal evil is not to do it, if there's any way at all to avoid it.
Remember, if this is someone elses class you're working with, the next version might be implemented differently and might not have that member at all.
Thank you ... I did want to show the code for my original fix. The reason as someone aluded to is that I cannot change the original code ... so I have to do a jail break.
#include<iostream>
using namespace std;
// Class Objectfoo
// Pretend Objectfoo lives somewhere else ... I cannot open him up
class ObjectFoo
{
private:
int datax;
public:
ObjectFoo() { datax = 100; }
void get() { cout << datax << endl;}
};
// Class ObjectBar
class ObjectBar
{
public:
int datax;
};
ObjectFoo FOOEY;
ObjectBar* touch_foo(int x, ObjectFoo* foo , ObjectBar* bar)
{
bar = reinterpret_cast<ObjectBar*>(foo);
bar->datax = x;
return bar;
}
int main()
{
ObjectBar* bar;
cout << "Displaying private member in ObjectFoo i.e. ObjectFoo.datax" << endl;
FOOEY.get();
cout << "Changing private member " << endl;
bar = touch_foo(5, &FOOEY, bar);
cout << "bar->datax = " << bar->datax << endl;
cout << "Displaying private member in ObjectFoo i.e. ObjectFoo.datax" << endl;
FOOEY.get();
return 0;
}
This works ... but I think I want something more generic ... or more flexible.
%

Pros and cons of using nested C++ classes and enumerations?

What are the pros and cons of using nested public C++ classes and enumerations? For example, suppose you have a class called printer, and this class also stores information on output trays, you could have:
class printer
{
public:
std::string name_;
enum TYPE
{
TYPE_LOCAL,
TYPE_NETWORK,
};
class output_tray
{
...
};
...
};
printer prn;
printer::TYPE type;
printer::output_tray tray;
Alternatively:
class printer
{
public:
std::string name_;
...
};
enum PRINTER_TYPE
{
PRINTER_TYPE_LOCAL,
PRINTER_TYPE_NETWORK,
};
class output_tray
{
...
};
printer prn;
PRINTER_TYPE type;
output_tray tray;
I can see the benefits of nesting private enums/classes, but when it comes to public ones, the office is split - it seems to be more of a style choice.
So, which do you prefer and why?
Nested classes
There are several side effects to classes nested inside classes that I usually consider flaws (if not pure antipatterns).
Let's imagine the following code :
class A
{
public :
class B { /* etc. */ } ;
// etc.
} ;
Or even:
class A
{
public :
class B ;
// etc.
} ;
class A::B
{
public :
// etc.
} ;
So:
Privilegied Access: A::B has privilegied access to all members of A (methods, variables, symbols, etc.), which weakens encapsulation
A's scope is candidate for symbol lookup: code from inside B will see all symbols from A as possible candidates for a symbol lookup, which can confuse the code
forward-declaration: There is no way to forward-declare A::B without giving a full declaration of A
Extensibility: It is impossible to add another class A::C unless you are owner of A
Code verbosity: putting classes into classes only makes headers larger. You can still separate this into multiple declarations, but there's no way to use namespace-like aliases, imports or usings.
As a conclusion, unless exceptions (e.g. the nested class is an intimate part of the nesting class... And even then...), I see no point in nested classes in normal code, as the flaws outweights by magnitudes the perceived advantages.
Furthermore, it smells as a clumsy attempt to simulate namespacing without using C++ namespaces.
On the pro-side, you isolate this code, and if private, make it unusable but from the "outside" class...
Nested enums
Pros: Everything.
Con: Nothing.
The fact is enum items will pollute the global scope:
// collision
enum Value { empty = 7, undefined, defined } ;
enum Glass { empty = 42, half, full } ;
// empty is from Value or Glass?
Ony by putting each enum in a different namespace/class will enable you to avoid this collision:
namespace Value { enum type { empty = 7, undefined, defined } ; }
namespace Glass { enum type { empty = 42, half, full } ; }
// Value::type e = Value::empty ;
// Glass::type f = Glass::empty ;
Note that C++0x defined the class enum:
enum class Value { empty, undefined, defined } ;
enum class Glass { empty, half, full } ;
// Value e = Value::empty ;
// Glass f = Glass::empty ;
exactly for this kind of problems.
One con that can become a big deal for large projects is that it is impossible to make a forward declaration for nested classes or enums.
If you're never going to be using the dependent class for anything but working with the independent class's implementations, nested classes are fine, in my opinion.
It's when you want to be using the "internal" class as an object in its own right that things can start getting a little manky and you have to start writing extractor/inserter routines. Not a pretty situation.
It seems like you should be using namespaces instead of classes to group like things that are related to each other in this way. One con that I could see in doing nested classes is you end up with a really large source file that could be hard to grok when you are searching for a section.
There are no pros and cons per se of using nested public C++ classes. There are only facts. Those facts are mandated by the C++ standard. Whether a fact about nested public C++ classes is a pro or a con depends on the particular problem that you are trying to solve. The example you have given does not allow a judgement about whether nested classes are appropriate or not.
One fact about nested classes is, that they have privileged access to all members of the class that they belong to. This is a con, if the nested classes does not need such access. But if the nested class does not need such access, then it should not have been declared as a nested class. There are situations, when a class A wants to grant privileged access to certain other classes B. There are three solutions to this problem
Make B a friend of A
Make B a nested class of A
Make the methods and attributes, that B needs, public members of A.
In this situation, it's #3 that violates encapsulation, because A has control over his friends and over his nested classes, but not over classes that call his public methods or access his public attributes.
Another fact about nested classes is, that it is impossible to add another class A::C as a nested class of A unless you are owner of A. However, this is perfectly reasonable, because nested classes have privileged access. If it were possible to add A::C as a nested class of A, then A::C could trick A into granting access to privileged information; and that yould violate encapsulation. It's basically the same as with the friend declaration: the friend declaration does not grant you any special privileges, that your friend is hiding from others; it allows your friends to access information that you are hiding from your non-friends. In C++, calling someone a friend is an altruistic act, not an egoistic one. The same holds for allowing a class to be a nested class.
Som other facts about nested public classes:
A's scope is candidate for symbol lookup of B: If you don't want this, make B a friend of A instead of a nested class. However, there are cases where you want exactly this kind of symbol lookup.
A::B cannot be forward-declared: A and A::B are tightly coupled. Being able to use A::B without knowing A would only hide this fact.
To summarize this: if the tool does not fit your needs, don't blame the tool; blame yourself for using the tool; others might have different problems, for which the tool is perfect.
paercebal said everything I would say about nested enums.
WRT nested classes, my common and almost sole use case for them is when I have a class which is manipulating a specific type of resource, and I need a data class which represents something specific to that resource. In your case, output_tray might be a good example, but I don't generally use nested classes if the class is going to have any methods which are going to be called from outside the containing class, or is more than primarily a data class. I generally also don't nest data classes unless the contained class is not ever directly referenced outside the containing class.
So, for example, if I had a printer_manipulator class, it might have a contained class for printer manipulation errors, but printer itself would be a non-contained class.
Hope this helps. :)
Remember that you can always promote a nested class to a top-level one later, but you may not be able to do the opposite without breaking existing code. Therefore, my advice would be make it a nested class first, and if it starts to become a problem, make it a top-level class in the next version.
For me a big con to having it outside is that it becomes part of the global namespace. If the enum or related class only really applies to the class that it's in, then it makes sense. So in the printer case, everything that includes the printer will know about having full access to the enum PRINTER_TYPE, where it doesn't really need to know about it. I can't say i've ever used an internal class, but for an enum, this seems more logical to keep it inside. As another poster has pointed out, it's also a good idea to to use namespaces to group similar items, since clogging the global namespace can really be a bad thing. I have previously worked on projects which are massive and just bringing up an auto complete list on the global namespace takes 20 minutes. In my opinion nested enums and namespaced classes/structs are probably the cleanest approach.
I agree with the posts advocating for embedding your enum in a class but there are cases where it makes more sense to not do that (but please, at least put it in a namespace). If multiple classes are utilizing an enum defined within a different class, then those classes are directly dependent on that other concrete class (that owns the enum). That surely represents a design flaw since that class will be responsible for that enum as well as other responsibilities.
So, yeah, embed the enum in a class if other code only uses that enum to interface directly with that concrete class. Otherwise, find a better place to keep the enum such as a namespace.
If you put the enum into a class or a namespace, intellisense will be able to give you guidance when you're trying to remember the enum names. A small thing for sure, but sometimes the small things matter.
Visual Studio 2008 does not seem to be able to provide intellisense for nested classes, so I have switched to the PIMPL idiom in most cases where I used to have a nested class. I always put enums either in the class if it is used only by that class, or outside the class in the same namespace as the class when more than one class uses the enum.
I can see a con for nested classes, that one may better use generic programming.
If the little class is defined outside the big one, you can make the big class a class template and use any "little" class you may need in the future with the big class.
Generic programming is a powerful tool, and, IMHO, we should keep it in mind when developing extensible programs. Strange, that no one has mentioned this point.
Only problem with nested classes that I bumped into yet was that C++ does not let us refer to the object of the enclosing class, in the nested class functions. We cannot say "Enclosing::this"
(But maybe there's a way?)