Guys I have a function like this (this is given and should not be modified).
void readData(int &ID, void*&data, bool &mybool) {
if(mybool)
{
std::string a = "bla";
std::string* ptrToString = &a;
data = ptrToString;
}
else
{
int b = 9;
int* ptrToint = &b;
data = ptrToint;
}
}
So I want to use this function in a loop and save the returned function parameters in a vector (for each iteration).
To do so, I wrote the following struct:
template<typename T>
struct dataStruct {
int id;
T** data; //I first has void** data, but would not be better to
// have the type? instead of converting myData back
// to void* ?
bool mybool;
};
my main.cpp then look like this:
int main()
{
void* myData = nullptr;
std::vector<dataStruct> vec; // this line also doesn't compile. it need the typename
bool bb = false;
for(int id = 1 ; id < 5; id++) {
if (id%2) { bb = true; }
readData(id, myData, bb); //after this line myData point to a string
vec.push_back(id, &myData<?>); //how can I set the template param to be the type myData point to?
}
}
Or is there a better way to do that without template? I used c++11 (I can't use c++14)
The function that you say cannot be modified, i.e. readData() is the one that should alert you!
It causes Undefined Behavior, since the pointers are set to local variables, which means that when the function terminates, then these pointers will be dangling pointers.
Let us leave aside the shenanigans of the readData function for now under the assumption that it was just for the sake of the example (and does not produce UB in your real use case).
You cannot directly store values with different (static) types in a std::vector. Notably, dataStruct<int> and dataStruct<std::string> are completely unrelated types, you cannot store them in the same vector as-is.
Your problem boils down to "I have data that is given to me in a type-unsafe manner and want to eventually get type-safe access to it". The solution to this is to create a data structure that your type-unsafe data is parsed into. For example, it seems that you inteded for your example data to have structure in the sense that there are pairs of int and std::string (note that your id%2 is not doing that because the else is missing and the bool is never set to false again, but I guess you wanted it to alternate).
So let's turn that bunch of void* into structured data:
std::pair<int, std::string> readPair(int pairIndex)
{
void* ptr;
std::pair<int, std::string> ret;
// Copying data here.
readData(2 * pairIndex + 1, ptr, false);
ret.first = *reinterpret_cast<int*>(ptr);
readData(2 * pairIndex + 2, ptr, true);
ret.second = *reinterpret_cast<std::string*>(ptr);
}
void main()
{
std::vector<std::pair<int, std::string>> parsedData;
parsedData.push_back(readPair(0));
parsedData.push_back(readPair(1));
}
Demo
(I removed the references from the readData() signature for brevity - you get the same effect by storing the temporary expressions in variables.)
Generally speaking: Whatever relation between id and the expected data type is should just be turned into the data structure - otherwise you can only reason about the type of your data entries when you know both the current ID and this relation, which is exactly something you should encapsulate in a data structure.
Your readData isn't a useful function. Any attempt at using what it produces gives undefined behavior.
Yes, it's possible to do roughly what you're asking for without a template. To do it meaningfully, you have a couple of choices. The "old school" way would be to store the data in a tagged union:
struct tagged_data {
enum { T_INT, T_STR } tag;
union {
int x;
char *y;
} data;
};
This lets you store either a string or an int, and you set the tag to tell you which one a particular tagged_data item contains. Then (crucially) when you store a string into it, you dynamically allocate the data it points at, so it will remain valid until you explicitly free the data.
Unfortunately, (at least if memory serves) C++11 doesn't support storing non-POD types in a union, so if you went this route, you'd have to use a char * as above, not an actual std::string.
One way to remove (most of) those limitations is to use an inheritance-based model:
class Data {
public:
virtual ~Data() { }
};
class StringData : public Data {
std::string content;
public:
StringData(std::string const &init) : content(init) {}
};
class IntData : public Data {
int content;
public:
IntData(std::string const &init) : content(init) {}
};
This is somewhat incomplete, but I think probably enough to give the general idea--you'd have an array (or vector) of pointers to the base class. To insert data, you'd create a StringData or IntData object (allocating it dynamically) and then store its address into the collection of Data *. When you need to get one back, you use dynamic_cast (among other things) to figure out which one it started as, and get back to that type safely. All somewhat ugly, but it does work.
Even with C++11, you can use a template-based solution. For example, Boost::variant, can do this job quite nicely. This will provide an overloaded constructor and value semantics, so you could do something like:
boost::variant<int, std::string> some_object("input string");
In other words, it's pretty what you'd get if you spent the time and effort necessary to finish the inheritance-based code outlined above--except that it's dramatically cleaner, since it gets rid of the requirement to store a pointer to the base class, use dynamic_cast to retrieve an object of the correct type, and so on. In short, it's the right solution to the problem (until/unless you can upgrade to a newer compiler, and use std::variant instead).
Apart from the problem in given code described in comments/replies.
I am trying to answer your question
vec.push_back(id, &myData<?>); //how can I set the template param to be the type myData point to?
Before that you need to modify vec definition as following
vector<dataStruct<void>> vec;
Now you can simple push element in vector
vec.push_back({id, &mydata, bb});
i have tried to modify your code so that it can work
#include<iostream>
#include<vector>
using namespace std;
template<typename T>
struct dataStruct
{
int id;
T** data;
bool mybool;
};
void readData(int &ID, void*& data, bool& mybool)
{
if (mybool)
{
data = new string("bla");
}
else
{
int b = 0;
data = &b;
}
}
int main ()
{
void* mydata = nullptr;
vector<dataStruct<void>> vec;
bool bb = false;
for (int id = 0; id < 5; id++)
{
if (id%2) bb = true;
readData(id, mydata, bb);
vec.push_back({id, &mydata, bb});
}
}
Related
I have a class foo that manages data using small buffer optimization (SBO).
When size < 16, the data is held locally (in buffer), otherwise it is stored on the heap, with reserved holding the allocated space.
class foo {
static const int sbo_size = 16;
long size = 0;
char *ptr;
union {
char buffer[sbo_size];
long reserved;
};
public:
foo()
{
for (int i = 0; i < sbo_size; ++i)
buffer[i] = 0;
}
void clone(const foo &f)
{
// release 'ptr' if necessary
if (f.size < sbo_size)
{
memcpy(this, &f, sizeof(foo));
ptr = buffer;
} else
{
// handle non-sbo case
}
}
};
Question about clone():
With the SBO case, it may not be clear for the compiler that union::buffer will be used.
is it correct to use memcpy and set ptr accordingly?
If you can use C++17, I would side-step any potential type-punning problems by using std::variant in place of a union.
Although this uses a small amount of storage internally to keep track of the current type it contains, it's probably a win overall as your ptr variable can disappear (although that should be inside your union anyway).
It's also typesafe, which a union is not (because std::get will throw if the variant doesn't contain the desired type) and will keep track of the type of data it contains simply by assigning to it.
The resulting class fragment might look something like this (no doubt this code can be improved):
class foo
{
private:
static const size_t sbo_size = 16;
using small_buf = std::array <char, sbo_size>;
size_t size = 0;
std::variant <small_buf, char *> buf = { };
public:
void clone (const foo &f)
{
char **bufptr = std::get_if <char *> (&buf);
if (bufptr)
delete [] *bufptr;
size = f.size;
if (size < sbo_size)
buf = std::get <small_buf> (f.buf);
else
{
buf = new char [size];
std::memcpy (std::get <char *> (buf), std::get <char *> (f.buf), size);
}
}
};
Notes:
You will see that I've used std::array instead of a C-style array because std:array has lots of nice features that C-style arrays do not
Why clone and not a copy constructor?
if you want foo to have an empty state (after being default constructed, say), then you can look into the strangely named std::monostate.
For raw storage, std::byte is probably to be preferred over char.
Fully worked example here.
Edit: To answer the question as posed, I am no language lawyer but it seems to me that, inside clone, the compiler has no clue what the active member of f might be as it has, in effect, been parachuted in from outer space.
In such circumstances, I would expect compiler writers to play it safe and set the active member of the union to "don't know" until some concrete information comes along. But (and it's a big but), I wouldn't like to bet my shirt on that. It's a complex job and compiler writers do make mistakes.
So, in a spirit of sharing, here's a slightly modified version of your original code which fixes that. I've also moved ptr inside your union since it clearly belongs there:
class foo {
static const int sbo_size = 16;
long size = 0;
union {
std::array <char, sbo_size> buffer; // changing this
char *ptr;
long reserved;
};
public:
foo()
{
for (int i = 0; i < sbo_size; ++i)
buffer[i] = 0;
}
void clone(const foo &f)
{
// release 'ptr' if necessary
if (f.size < sbo_size)
{
buffer = f.buffer; // lets me do this
ptr = buffer.data ();
} else
{
// handle non-sbo case
}
}
};
So you can see, by using std::array for buffer (rather than one of those hacky C-style arrays), you can directly assign to it (rather than having to resort to memcpy) and the compiler will then make that the active member of your union and you should be safe.
In conclusion, the question is actually rather meaningless since one shouldn't (ever) need to write code like that. But no doubt someone will immediately come up with something that proves me wrong.
I am learning to use void pointers. Here I have created a resource class which can store any type of structure in (void *) and now when I try to get that structure back in (void *), I am not able to get same data back. Please help here
#include <iostream>
using namespace std;
class resource{
private:
void* data;
public:
void set(void* val){
data = val;
}
void get(void* val){
val = data;
}
};
class student{
struct st{
int id;
int age;
};
public:
void func(){
st *st1 = (st *)malloc(sizeof(st));
st1->id = 5;
st1->age = 10;
resource *rsrc = new resource();
rsrc->set((void*)st1);
void *data;
rsrc->get(&data);
st *st2 = (st*)data;
cout<<"get data %d"<<st2->id<<endl; // HERE I want to get same data back
}
};
int main() {
student *stu = new student();
stu->func();
return 0;
}
Just change the signature of get to return a void *:
void *get(){
return data;
}
And subsequently:
void *data = rsrc->get();
Also, it is idiomatic to use new, rather than malloc, to construct objects, although for POD (plain-old-data) types, either is valid.
Your get method won't return any value. You are passing a void pointer to it and inside the method, you overwrite that void pointer. However, that only overwrites the local copy of the void pointer and does not return a value. As others stated, you either have to pass a pointer to a pointer or use the return statement to return the value of the pointer.
In your specific case, #PaulSanders made the correct suggestion. You should use the getter/setter pattern. Also, he is correct that you should use new and delete in idomatic C++.
For user-created classes, most people specify classes with the first letter as a captial:
class Resource {};
class Student {};
It depends on your coding standard. It matters less whether you use camel case or not so long as you use a consistent naming convention.
Also, we generally try to prevent loss of type information in C++. Of course, you can use a C-style cast which will just reinterpret the pointer as the specified type but that is considered bad style and likely to cause problems.
Basically Im wanting to fetch a pointer of a constant and anonymous object, such as an instance of a class, array or struct that is inialised with T {x, y, z...}. Sorry for my poor skills in wording.
The basic code that Im trying to write is as follows:
//Clunky, Im sure there is an inbuilt class that can replace this, any information would be a nice addition
template<class T> class TerminatedArray {
public:
T* children;
int length;
TerminatedArray(const T* children) {
this->children = children;
length = 0;
while ((unsigned long)&children[length] != 0)
length++;
}
TerminatedArray() {
length = 0;
while ((unsigned long)&children[length] != 0)
length++;
}
const T get(int i) {
if (i < 0 || i >= length)
return 0;
return children[i];
}
};
const TerminatedArray<const int> i = (const TerminatedArray<const int>){(const int[]){1,2,3,4,5,6,0}};
class Settings {
public:
struct Option {
const char* name;
};
struct Directory {
const char* name;
TerminatedArray<const int> const children;
};
const Directory* baseDir;
const TerminatedArray<const Option>* options;
Settings(const Directory* _baseDir, const TerminatedArray<const Option> *_options);
};
//in some init method's:
Settings s = Settings(
&(const Settings::Directory){
"Clock",
(const TerminatedArray<const int>){(const int[]){1,2,0}}
},
&(const TerminatedArray<const Settings::Option>){(const Settings::Option[]){
{"testFoo"},
{"foofoo"},
0
}}
);
The code that I refer to is at the very bottom, the definition of s. I seem to be able to initialize a constant array of integers, but when applying the same technique to classes, it fails with:
error: taking address of temporary [-fpermissive]
I don't even know if C++ supports such things, I want to avoid having to have separate const definitions dirtying and splitting up the code, and instead have them clean and anonymous.
The reason for wanting all these definitions as constants is that Im working on an Arduino project that requires efficient balancing of SRAM to Flash. And I have a lot of Flash to my disposal.
My question is this. How can I declare a constant anonymous class/struct using aggregate initialization?
The direct (and better) equivalent to TerminatedArray is std::initializer_list:
class Settings {
public:
struct Option {
const char* name;
};
struct Directory {
const char* name;
std::initializer_list<const int> const children;
};
const Directory* baseDir;
const std::initializer_list<const Option>* options;
Settings(const Directory& _baseDir, const std::initializer_list<const Option>& _options);
};
//in some init method's:
Settings s = Settings(
{
"Clock",
{1,2,0}
},
{
{"testFoo"},
{"foofoo"}
}
);
https://godbolt.org/z/8t7j0f
However, this will almost certainly have lifetime issues (which the compiler tried to warn you about with "taking address of temporary"). If you want to store a (non-owning) pointer (or reference) then somebody else should have ownership of the object. But when initializing with temporary objects like this, nobody else does. The temporaries die at the end of the full expression, so your stored pointers now point to dead objects. Fixing this is a different matter (possibly making your requirements conflicting).
Somewhat relatedly, I'm not sure whether storing a std::initializer_list as class member is a good idea might. But it's certainly the thing you can use as function parameter to make aggregate initialization nicer.
&children[length] != 0 is still true or UB.
If you don't want to allocate memory, you might take reference to existing array:
class Settings {
public:
struct Option {
const char* name;
};
struct Directory {
const char* name;
std::span<const int> const children;
};
const Directory baseDir;
const std::span<const Option> options;
Settings(Directory baseDir, span<const Option> options);
};
//in some method:
const std::array<int, 3> ints{{1,2,0}};
const std::array<Settings::Option> options{{"testFoo"}, {"foofoo"}};
Settings s{"Clock", {ints}}, options};
First, you're not aggregate-initializing anything. This is uniform initialization and you're calling constructors instead of directly initializing members. This is because your classes have user-defined constructors, and classes with constructors can't be aggregate-initialized.
Second, you're not really able to "initialize a constant array of integers". It merely compiles. Trying to run it gives undefined behavior - in my case, trying to construct i goes into an infinite search for element value 0.
In C++, there's values on the stack, there's values on the heap and there's temporary values (I genuinely apologize to anyone who knows C++ for this statement).
Values on the heap have permanent addresses which you can pass around freely.
Values on the stack have temporary addresses which are valid until
the end of the block.
Temporary values either don't have addresses
(as your compiler warns you) or have a valid address for the duration
of the expression they're used for.
You're using such a temporary to initialize i, and trying to store and use the address of a temporary. This is an error and to fix it you can create your "temporary" array on the stack if you don't plan to use i outside of the block where your array will be.
Or you can create your array on the heap, use its address to initialize i, and remember to explicitly delete your array when you're done with it.
I recommend reading https://isocpp.org/faq and getting familiar with lifetime of variables and memory management before attempting to fix this code. It should give you a much better idea of what you need to do to make your code do what you want it to do.
Best of luck.
Say I have a struct that has a bunch of member variables. I want to write a function that will set the value of any of those members (along with a few other things, but I think that is beyond the scope of the question). Something like (but obviously not) this:
struct A
{
A() { /* do stuff */ }
bool a1;
bool a2;
bool a3;
void set_member(???);
bool get_member(???);
};
A a;
a.set_member(a1, true);
bool value = a.get_member(a1);
Now, my first thought is to use an array instead of a bunch of named variables. I would like to do that, but this is code that I would not like to touch in that way if I can help it (it is legacy). It has a constructor so I'm not even sure if it will maintain it's binary serializablility characteristics since it is not a POD. Even if it were a POD, I'm still not convinced as a1, a2 and a3 can have different alignment than that on an array of bools.
So, going back to the original question, is there a way of doing this? Perhaps with some template trick that I'm not aware of yet?
You can use a pointer-to-member:
void set_member(bool A::*var, bool value)
{
this->*var = value;
}
A a;
a.set_member(&A::a1, true);
A templatized version is straightforward:
template<typename T>
void set_member(T A::*var, T value)
{
this->*var = value;
}
But I don't see the reason for doing this if you already know the name of the variable.
If all contiguous members are the same data type, you could use pointer arithmetic:
void set_member(size_t var, bool val)
{
*(&a1+var) = val;
}
bool get_member(size_t var) const
{
return *(&a1+var);
}
A a;
a.set_member(1, true);
bool value = a.get_member(1);
But this can cause memory corruption or access violations if you use the wrong value of 'var'.
I have a this function to read 1d arrays from an unformatted fortran file:
template <typename T>
void Read1DArray(T* arr)
{
unsigned pre, post;
file.read((char*)&pre, PREPOST_DATA);
for(unsigned n = 0; n < (pre/sizeof(T)); n++)
file.read((char*)&arr[n], sizeof(T));
file.read((char*)&post, PREPOST_DATA);
if(pre!=post)
std::cout << "Failed read fortran 1d array."<< std::endl;
}
I call this like so:
float* new_array = new float[sizeof_fortran_array];
Read1DArray(new_array);
Assume Read1DArray is part of a class, which contains an ifstream named 'file', and sizeof_fortran_array is already known. (And for those not quite so familiar with fortran unformatted writes, the 'pre' data indicates how long the array is in bytes, and the 'post' data is the same)
My issue is that I have a scenario where I may want to call this function with either a float* or a double*, but this will not be known until runtime.
Currently what I do is simply have a flag for which data type to read, and when reading the array I duplicate the code something like this, where datatype is a string set at runtime:
if(datatype=="float")
Read1DArray(my_float_ptr);
else
Read1DArray(my_double_ptr);
Can someone suggest a method of rewriting this so that I dont have to duplicate the function call with the two types? These are the only two types it would be necessary to call it with, but I have to call it a fair few times and I would rather not have this duplication all over the place.
Thanks
EDIT:
In response to the suggestion to wrap it in a call_any_of function, this wouldnt be enough because at times I do things like this:
if(datatype=="float")
{
Read1DArray(my_float_ptr);
Do_stuff(my_float_ptr);
}
else
{
Read1DArray(my_double_ptr);
Do_stuff(my_double_ptr);
}
// More stuff happening in between
if(datatype=="float")
{
Read1DArray(my_float_ptr);
Do_different_stuff(my_float_ptr);
}
else
{
Read1DArray(my_double_ptr);
Do_different_stuff(my_double_ptr);
}
If you think about the title you will realize that there is a contradiction in that the template instantiation is performed at compile time but you want to dispatch based on information available only at runtime. At runtime you cannot instantiate a template, so that is impossible.
The approach you have taken is actually the right one: instantiate both options at compile time, and decide which one to use at runtime with the available information. That being said you might want to think your design.
I imagine that not only reading but also processing will be different based on that runtime value, so you might want to bind all the processing in a (possibly template) function for each one of the types and move the if further up the call hierarchy.
Another approach to avoid having to dispatch based on type to different instantiations of the template would be to loose some of the type safety and implement a single function that takes a void* to the allocated memory and a size argument with the size of the type in the array. Note that this will be more fragile, and it does not solve the overall problem of having to act on the different arrays after the data is read, so I would not suggest following this path.
Because you don't know which code path to take until runtime, you'll need to set up some kind of dynamic dispatch. Your current solution does this using an if-else which must be copied and pasted everywhere it is used.
An improvement would be to generate a function that performs the dispatch. One way to achieve this is by wrapping each code path in a member function template, and using an array of member function pointers that point to specialisations of that member function template. [Note: This is functionally equivalent to dynamic dispatch using virtual functions.]
class MyClass
{
public:
template <typename T>
T* AllocateAndRead1DArray(int sizeof_fortran_array)
{
T* ptr = new T[sizeof_fortran_array];
Read1DArray(ptr);
return ptr;
}
template <typename T>
void Read1DArrayAndDoStuff(int sizeof_fortran_array)
{
Do_stuff(AllocateAndRead1DArray<T>(sizeof_fortran_array));
}
template <typename T>
void Read1DArrayAndDoOtherStuff(int sizeof_fortran_array)
{
Do_different_stuff(AllocateAndRead1DArray<T>(sizeof_fortran_array));
}
// map a datatype to a member function that takes an integer parameter
typedef std::pair<std::string, void(MyClass::*)(int)> Action;
static const int DATATYPE_COUNT = 2;
// find the action to perform for the given datatype
void Dispatch(const Action* actions, const std::string& datatype, int size)
{
for(const Action* i = actions; i != actions + DATATYPE_COUNT; ++i)
{
if((*i).first == datatype)
{
// perform the action for the given size
return (this->*(*i).second)(size);
}
}
}
};
// map each datatype to an instantiation of Read1DArrayAndDoStuff
MyClass::Action ReadArrayAndDoStuffMap[MyClass::DATATYPE_COUNT] = {
MyClass::Action("float", &MyClass::Read1DArrayAndDoStuff<float>),
MyClass::Action("double", &MyClass::Read1DArrayAndDoStuff<double>),
};
// map each datatype to an instantiation of Read1DArrayAndDoOtherStuff
MyClass::Action ReadArrayAndDoOtherStuffMap[MyClass::DATATYPE_COUNT] = {
MyClass::Action("float", &MyClass::Read1DArrayAndDoOtherStuff<float>),
MyClass::Action("double", &MyClass::Read1DArrayAndDoOtherStuff<double>),
};
int main()
{
MyClass object;
// call MyClass::Read1DArrayAndDoStuff<float>(33)
object.Dispatch(ReadArrayAndDoStuffMap, "float", 33);
// call MyClass::Read1DArrayAndDoOtherStuff<double>(542)
object.Dispatch(ReadArrayAndDoOtherStuffMap, "double", 542);
}
If performance is important, and the possible set of types is known at compile time, there are a few further optimisations that could be performed:
Change the string to an enumeration that represents all the possible data types and index the array of actions by that enumeration.
Give the Dispatch function template parameters that allow it to generate a switch statement to call the appropriate function.
For example, this can be inlined by the compiler to produce code that is (generally) more optimal than both the above example and the original if-else version in your question.
class MyClass
{
public:
enum DataType
{
DATATYPE_FLOAT,
DATATYPE_DOUBLE,
DATATYPE_COUNT
};
static MyClass::DataType getDataType(const std::string& datatype)
{
if(datatype == "float")
{
return MyClass::DATATYPE_FLOAT;
}
return MyClass::DATATYPE_DOUBLE;
}
// find the action to perform for the given datatype
template<typename Actions>
void Dispatch(const std::string& datatype, int size)
{
switch(getDataType(datatype))
{
case DATATYPE_FLOAT: return Actions::FloatAction::apply(*this, size);
case DATATYPE_DOUBLE: return Actions::DoubleAction::apply(*this, size);
}
}
};
template<void(MyClass::*member)(int)>
struct Action
{
static void apply(MyClass& object, int size)
{
(object.*member)(size);
}
};
struct ReadArrayAndDoStuff
{
typedef Action<&MyClass::Read1DArrayAndDoStuff<float>> FloatAction;
typedef Action<&MyClass::Read1DArrayAndDoStuff<double>> DoubleAction;
};
struct ReadArrayAndDoOtherStuff
{
typedef Action<&MyClass::Read1DArrayAndDoOtherStuff<float>> FloatAction;
typedef Action<&MyClass::Read1DArrayAndDoOtherStuff<double>> DoubleAction;
};
int main()
{
MyClass object;
// call MyClass::Read1DArrayAndDoStuff<float>(33)
object.Dispatch<ReadArrayAndDoStuff>("float", 33);
// call MyClass::Read1DArrayAndDoOtherStuff<double>(542)
object.Dispatch<ReadArrayAndDoOtherStuff>("double", 542);
}