In Java you can create an object whilst at the same time providing (or overloading) abstract functions within the object, thus:
ActionListener al = new ActionListener() {
public void actionPerformed(ActionEvent e) {
// Whatever in here
}
};
I really like that way of doing it, and was wondering if there was some similar construct in C++.
Basically I want a base class with a couple of PV functions declared in it (amongst other stuff), and the user to create an instance of that class whilst at the same time providing the body of the PV functions.
I know I could create child classes, but that seems a little clunky for what I need, where each child class would be unique and only be used to make one instance each.
I have thought about providing lamdas to the constructor and using those instead of actual member functions, but that really seems messy and hard for a novice user to get their head around - not to mention that it would be too rigid (I'd also like to be able to override some non-pure virtual functions optionally).
So is child classes the only way to go, or is there some lesser-known construct in some newer C++ standard that I don't know about that could do what I want?
To expand a little - the idea is to have a class like:
class Thread {
// other stuff
public:
virtual void setup() = 0;
virtual void loop() = 0;
// other functions, some virtual but not pure
};
Thread threadOne {
void setup() {
// Init code for this thread
}
void loop() {
// Run code for this thread
}
};
Thread threadTwo {
void setup() {
// Init code for this thread
}
void loop() {
// Run code for this thread
}
};
Obviously not that syntax, but it gives you an idea of how I'd like to use the class.
It's intended to be run on an embedded system with a slimmed-down C++ implementation (it's g++ but without the full STL). End users aren't the brightest bunch, so it has to be kept as simple to understand as possible.
Anonymous child classes are the closest to what I'd like (though still not perfect). I can use CPP macros to help abstract some of the class implementation syntactic sugar which would help.
Here's a compilable construct I have come up with. Is there anything "wrong" with this approach given the constraints above?
#define THREAD(NAME, CONTENT) class : public Thread {\
public:\
CONTENT\
} NAME;
class Thread {
private:
uint32_t stack[256]; // 1kB stack
volatile bool _running;
public:
virtual void setup() = 0;
virtual void loop() = 0;
void start();
void stop();
uint8_t state();
static void spawn(Thread *thr);
void threadRunner();
};
void Thread::spawn(Thread *thread) {
thread->threadRunner();
}
void Thread::start() {
Thread::spawn(this);
}
void Thread::threadRunner() {
_running = true;
setup();
while (_running) {
loop();
}
}
void Thread::stop() {
_running = false;
}
uint8_t Thread::state() {
return 0;
}
THREAD(myThread,
void setup() override {
}
void loop() override {
}
)
void setup() {
myThread.start();
}
void loop() {
}
Obviously it doesn't actually do anything yet - the whole of the threading back-end is a separate issue, and will be ported over from some existing code I wrote a few years back. I am mainly interested in simplifying the interface for the end user.
There is multiple possibilities, but I'd stick with something simple and versatile: callbacks and lambdas instead of virtual function and inheritance.
class ActionListener
{
std::function<void(int)> _action_performed;
public:
template<class CB>
ActionListener(CB cb) : _action_performed(cb) {}
void click() { _action_performed(0); }
};
int main()
{
ActionListener al([](int n) { std::cout << "Action Performed #" << n << "\n"; });
al.click(); // prints "Action Performed #0"
}
live demo
I'd also like to be able to override some non-pure virtual functions optionally
Which, semantically speaking, means providing a default behavior. This is possible:
ActionListener(CB cb) : _action_performed(cb) {} // construct an AL with the given callback
ActionListener() : _action_performed(default_action_performed) {} // construct an AL with a default callback
void default_action_performed(int n) { /*...*/ }
well, as you already mentioned, one way would be child classes.
another way would be providing some std::functions (or lambdas), either in the constructor or have some set functions.
store the function as a member and call this once your "virtual" member function is called: If you want it optional:
class MyBase
{
public:
MyBase();
void SetFunc(const std::function<int()>& myFun)
{
m_myFun = myFun;
}
int MyVirtFunc()
{
if(m_myFun)
{
return m_myFun();
}
else
{
return 42;
}
}
private:
std::function<int()> m_myFun;
}
if you want the functions given mandatory, put them in the constructor:
class MyBase
{
public:
MyBase(const std::function<int()>& myFun)
: m_myFun(myFun) {}
int MyVirtFun() { return m_myFun(); }
private:
const std::function<int()> m_myFun;
}
Related
I'm making a class which has a method that launches some threads of member functions in the same class. I'm quite new to threads in c++, especially when classes are involved but this is what iv'e come up with.
class A
{
public:
void StartThreads()
{
std::thread fooThread(&A::FooFunc, this);
fooThread.join();
}
protected:
virtual void FooFunc()
{
while (true)
std::cout << "hello\n";
}
};
My question is, if i can get the name of the current object, because now if i create a class B which inherits from A but overwrites FooFunc, FooFunc from class A will be called when i do:
B b;
b.StartThreads();
So i'm looking for a way to replace std::thread fooThread(&A::FooFunc, this) with something like std::thread fooThread(&this->GetClass()::FooFunc, this). I could just make StartThreads virtual and overwrite it in derived classes, but It would be better just to write it once and being done with it. Is there a way to do this or something that results in the same thing?
In case of that your this is known at compile-time then static metaprogramming to the rescue.
C++, Swift and Rust (and now Scala also) are static languages that has a lot of compile time tricks to do for problems like that.
How? In your case templates could help you.
Also, you don't need it to be a member function, it can be a friend function (so that you can easily use templates).
class A
{
public:
template<typename T>
friend void StartThreads(const T& obj);
protected:
virtual void FooFunc()
{
while (true)
std::cout << "hello\n";
}
};
template<typename T>
void StartThreads(const T& obj) {
std::thread fooThread(&T::FooFunc, obj);
fooThread.join();
}
WARNING: This ONLY works if the class is known at compile time, i.e.
class B: public A {
};
...
B b;
A &a = b;
StartThreads(a); // Will call it AS IF IT IS A, NOT B
Another solution:
Functional programming to the rescue, you can use lambdas (or functors using structs if you are on C++ prior to C++11)
C++11:
void StartThreads()
{
std::thread fooThread([=](){ this->FooFunc(); });
fooThread.join();
}
C++98:
// Forward declaration
class A;
// The functor class (the functor is an object that is callable (i.e. has the operator (), which is the call operator overloaded))
struct ThreadContainer {
private:
A &f;
public:
ThreadContainer(A &f): f(f) {}
void operator() ();
};
class A
{
public:
// To allow access of the protected FooFunc function
friend void ThreadContainer::operator() ();
void StartThreads()
{
// Create the functor
ThreadContainer a(*this);
// Start the thread with the "call" operator, the implementation of the constructor tries to "call" the operand, which here is a
std::thread fooThread(a);
fooThread.join();
}
protected:
virtual void FooFunc()
{
while (true)
std::cout << "hello\n";
}
};
class B: public A {
protected:
virtual void FooFunc() {
while(true)
std::cout << "overridden\n";
}
};
void ThreadContainer::operator() () {
f.FooFunc();
}
You've looked at using a virtual FooFunc() directly, and somehow surmised that it doesn't work. (I won't address the accuracy of that here, as that is being brought up in the question's comments.) You don't like the idea of moving the virtual function earlier in the process. So why not move it later? There is a somewhat-common paradigm out there that uses non-virtual wrappers to virtual functions. (Usually the wrapper is public while the virtual function is protected or private.) So, something like:
class A
{
public:
void StartThreads()
{
std::thread fooThread(&A::FooFuncCaller, this); // <-- call the new function
fooThread.join();
}
protected:
void FooFuncCaller() // <-- new function layer
{
FooFunc();
}
virtual void FooFunc()
{
while (true)
std::cout << "hello\n";
}
};
Of course, if the direct call to the virtual Foofunc works, might as well use that. Still, this is simpler than using templates or custom functor classes. A lambda is a reasonable alternative, with the benefit of not changing your class' interface (header file).
Thanks for all of your answers, it turned out that my question was unrelated and that i messed up some other members in the class.
Thanks for your answers giving me some insight into other ways you can do the same thing using different methods. (https://stackoverflow.com/users/9335240/user9335240)
I have an object "World obj;" that has a normal interface of methods for it's typical funcitonality, but I want to have an additional interface of methods specifically for initializing that should only be visible when I specifically need them.
An example might be like this:
class World{
public:
void draw();
void update();
void normalStuff();
void addATree(); // this should not be ordinarily available or visible,
void addACar(); // calling this might break the object
void addAClown();// if it's not in a ready state for it
private:
int m_data;
};
Is there a way to relatively hide addATree(); etc in a way that makes sense? Ideally the mechanism for revealing those methods would also put the object into a ready state for them, or at least fault if it's not possible.
Different approaches would be possible:
Don't change the code, just change the spec
No need to change the code. Change the API specification and if the caller throws garbage in he gets garbage out.
Make the functions check if they are allowed
Always safe.
class World{
public:
...
void addAClown() {
if(not allowed)
throw error or crash or output error message or just return;
else {
do the work;
}
}
private:
int m_data;
};
Write a function that only exposes the Interface if allowed
You can't protect against someone getting the interface early and use it longer than allowed.
You could extract the interface functions into a separate class.
class WorldInterfaceToProtect {
public:
void addATree() = 0; // this should not be ordinarily available or visible,
void addACar() = 0; // calling this might break the object
void addAClown() = 0;// if it's not in a ready state for it
};
then the main class can protect these functions.
class World : protected WorldInterfaceToProtect {
public:
void draw();
void update();
void normalStuff();
protected:
void addATree(); // this should not be ordinarily available or visible,
void addACar(); // calling this might break the object
void addAClown();// if it's not in a ready state for it
private:
int m_data;
};
You then need to add a function that exposes the interface.
class World ... {
public:
WorldInterfaceToProtect *GetInterface() { return allowed_cond ? this : nullptr; }
...
}
Separate the class itself and the builder
This only helps if the functions to be called are only allowed during construction and not later. Depending on the design of the builder you can get a good protection.
class World{
friend class WorldBuilder;
public:
void draw();
void update();
void normalStuff();
protected:
void addATree(); // this should not be ordinarily available or visible,
void addACar(); // calling this might break the object
void addAClown();// if it's not in a ready state for it
private:
int m_data;
};
class WorldBuilder {
static World *Build(...);
}
Perhaps split the world into more composable parts:
struct WorldInterface
{
virtual void draw() = 0;
virtual void update() = 0;
virtual void normalStuff() = 0;
};
class World : public WorldInterface
{
public:
void draw() override { /* actual drawing here */};
void update() override {};
void normalStuff() override {};
private:
int m_data;
};
class TreeWorld : public WorldInterface
{
public:
// takes a reference to the actual world engine and defers work to
// that
TreeWorld(World& worldEngine) : worldEngine_(worldEngine) {}
void draw() override { worldEngine_.get().draw(); };
void update() override { worldEngine_.get().update(); };
void normalStuff() override { worldEngine_.get().normalStuff(); };
void addATree() {
//do tree/world interaction here
}
private:
std::reference_wrapper<World> worldEngine_;
};
class CarWorld : public WorldInterface
{
public:
// takes a reference to the actual world engine and defers work to
// that
CarWorld(World& worldEngine) : worldEngine_(worldEngine) {}
void draw() override { worldEngine_.get().draw(); };
void update() override { worldEngine_.get().update(); };
void normalStuff() override { worldEngine_.get().normalStuff(); };
void addACar() {
//do car/world interaction here
}
private:
std::reference_wrapper<World> worldEngine_;
};
extern void play_tree_game(TreeWorld world);
extern void play_car_game(CarWorld world);
int main()
{
World worldEngine;
// initialise engine here
// play tree-phase of game
play_tree_game(TreeWorld(worldEngine));
// play car phase of game
play_car_game(CarWorld(worldEngine));
}
Good answers all around, I'll just add this because it was missing(?)
class World{
public:
void draw();
void update();
void normalStuff();
private:
int m_data;
};
class BuildableWorld : public World
{
public:
void addATree();
void addACar();
void addAClown();
};
Use the BuildableWorld at initialization phase and then just give a pointer to the base class type for others to use.
Sure, you need some way to give the "built" data for the base class to access, but that was not the issue here, right?
an alternative approach that has not been mentioned so far, may be to let addX() functions take parameters whose existence implies that World is in a valid state. Say, if you cannot add trees to a world without water, let World return an (optional) water object to pass to addTree ... in other words, you need to properly formalize World invariants:
class World{
public:
void normalStuff();
auto getAvaliableWaterBuckets() -> optional<WaterBuckets>;
auto getAvaliableSoil() -> optional<SoilPack>;
//...
void addATree( WaterBuckets&&, SoilPack&& );
//...
};
// in the meanwhile, in user land:
if( auto water = world->getAvaliableWaterBuckets() )
if( auto soil = world->getAvaliableSoil() )
world->addTree( std::move(*water), std::move(*soil) );
else
world->recycleWater( std::move(*water) );
the benefit of this approach is that the user is not forced to think about world state validity ( an error prone task ), he just thinks about what he needs in order to add a tree ( simpler, hard to use incorrectly ). Moreover, this scales well because addX() functions can share different objects ( addFlowers needs water, ... ) enabling the correct management of a possibly complex internal world state.
Of course, IMHO, if you need to use addX() strictly on world construction only ( and you don't plan to add trees later ), then the factory approach already mentioned in the comments seems the way to go ...
class MyObj{
public:
void myFunc(){
//ToBeExecutedJustOnce
}
};
I have a function that I want to be executable only once for the lifetime of MyObj. There may be many instances of MyObj, and each should be able to execute that function once. So if I have:
MyObj first;
MyObj second;
MyObj third:
first.myFunc(); // Should execute
second.myFunc(); // Should execute
third.myFunc(); // Should execute
first.myFunc(); // Should not execute
second.myFunc(); // Should not execute
third.myFunc(); // Should not execute
Options:
member variable: If I use a member variable, then other functions within MyObj can access it and change it.
global static variable: Can't work because first,second and third will all be checking the same variable.
local static: Same problem as #2.
The only solution I have found, is to have MyObj inherit from another class
MyOtherObj{
private:
bool _isInit = false;
public:
bool isInit(){
bool ret = true;
if (!_isInit){
ret = false;
_isInit = true;
}
return ret;
}
};
class MyObj : public MyOtherObj {
public:
void MyFunc(){
if (!isInit()){
//Do stuff...
}
}
};
Any better suggestion ?
EDIT: I don't care about thread safety!
EDIT: I do not want to execute the method in the constructor, simply because the method may need to be executed much later in the lifetime of the object....
Use std::once_flag. It is not resettable from other methods (then again, if you cannot trust other methods of the same class, your development process is highly questionable), easy to use, and it is even thread-safe if you ever do care about that. It can be a bit less efficient in a single-threaded program.
#include <mutex>
class MyObj {
public:
void MyFunc() {
std::call_once(initFlag, [=] {
//Do stuff...
});
}
private:
std::once_flag initFlag;
};
I don't see what is wrong with Option 1. If a class has so many responsibilities that another function may accidentally mess with the is_init member variable then the class should probably be made smaller.
However, if you want to encapsulate into another class that is less error prone, rather than using inheritance, I suggest you use composition:
class FirstTime {
bool first_time = true;
public:
bool operator()(){
if (!first_time)
return false;
first_time = false;
return true;
}
};
class MyObj {
FirstTime first_time;
public:
void myFunc(){
if (first_time()){
std::cout << "First time!\n";
}
}
};
Live demo.
As with Option 1, you should think about what copy/move behavior do you want. e.g Should a copy of an initialized MyObj be considered initialized?
I see three reasonable options:
Just use your option #1, a bool member variable.
Create a little class for an init flag, that can be set, but not be unset.
Use the public non-virtual interface (NVI) idiom, if you really want to be sure, that no-one messes with your flag.
A bool member variable
This would be my first choice. Make it private, of course. If your class has so many other data fields, that adding this new member appears painful, then this could be a sign of bad design of the entire class in the first place.
Often init() methods can be avoided completely by splitting up a class into two: A class A that contains the constructed data before the call to init() and a class B that is initialized upon construction. That way you can see if an object is initialized only by its type.
An init flag that can be set, but not reset
This class could look somewhat like this:
class InitFlag
{
public:
void set()
{
isSet_ = true;
}
operator bool() const
{
return isSet_;
}
private:
bool isSet_ = false;
};
This way, member functions cannot mess up your flag as easily. As an author of a class, you should be able to trust your member functions enough, that they don't set this flag, unless they are called init().
The non-virtual interface idiom
You create a base class with an init() function that is public and non-virtual. This function checks, if init() has been called before, calls a private purely virtual doInit() function which is supposed to do the actual initialization and sets the init flag after that. It looks like this:
class InitializeBase
{
public:
virtual ~InitializeBase() = default;
bool isInit() const
{
return isInit_;
}
void init()
{
assert( !isInit() );
doInit();
isInit_ = true;
}
private:
virtual void doInit() = 0;
bool isInit_ = false;
};
This has several security advantages:
Derived classes cannot modify isInit_.
Derived classes cannot call doInit(), as long as they don't make it public or protected (which would be very nasty). However, they can and must implement this function.
Hence doInit() function is statically guaranteed not to be called more than once, unless an assert() will trigger.
If you don't want the init() function to be public, then you can derive with the protected or the private attribute from InitializeBase.
The obvious drawback is that the design is more complicated and you get an additional virtual function call. For this reason the NVI idiom has become somewhat controversial.
Here's a variant that wraps a function in a class.
Once the function is called, it's replaced with one that does nothing.
const std::function<void()> nop = [](){};
class Once
{
public:
Once(std::function<void()> f) : m_function(f) {}
void operator()()
{
m_function();
m_function = nop;
}
private:
std::function<void()> m_function;
};
class Foo
{
public:
Foo(int x)
: m_function([this](){m_x += 1;}),
m_x(x) {}
int get() const { return m_x; }
void dostuff() { m_function(); }
private:
int m_x;
Once m_function;
};
int main()
{
Foo f(0);
cout << f.get() << endl; // 0
f.dostuff();
cout << f.get() << endl; // 1
f.dostuff();
cout << f.get() << endl; // 1
}
molbdnilo's answer is pretty good and was along the same lines I was thinking. I've changed a few things which I personally think makes it more idiomatic.
#include <iostream>
#include <functional>
class Once
{
bool isDone = false;
public:
void exec(std::function<void()> function)
{
if (!isDone)
{
function();
isDone = true;
}
}
};
class MyObj {
Once once = Once();
public:
void myFunc()
{
once.exec( []{
std::cout << "Hello, world!";
// do some stuff
});
}
};
int main()
{
MyObj foo = MyObj();
foo.myFunc();
foo.myFunc();
foo.myFunc();
}
The solution at the top is very good, but this might be a better solution for an interesting special case.
I assume that the method shall only be executed once because it modifies the state of the class. For the special case that the method initializes some parts of the class, I think it is best to use an optional, either boost::optional or std::optional or std::experimental::optional, depending on what is available to you:
#include <boost/optional.hpp>
class X
{
public:
void init()
{
if( ! _x )
{
_x.reset( 5 );
}
}
private:
boost::optional<int> _x;
};
So basically I'm making buttons in a game, and the buttons are a called Button.
The class i want the function from to store is called SoccerLevelsClass. I've tried looking into function pointers, but I'm not sure what's going on though i think it's the correct thing to do.
I want to save the function of SoccerLevelsClass as a member of Button.
Would i do something like this?
//MenuButton.h
#ifndef MenuButton
#define MenuButton
....
class Button
{
public:
Button(void(*SoccerLevelsClass::func)());
void (*SoccerLevelsClass::function)();
....
}
#endif
//MenuButton.cpp
#include <MenuButton.h>
Button::Button(void(*SoccerLevelsClass::func)())
{
function=func; //something like this
}
I know the code is probably way off, but I'd like to know if anybody has any suggestions.
All i really want to know is if it's possible.
Yes, this can be done - either with function pointers like in your example, or with lambdas if you can use C++11.
However, since you want to call a bound function of another class, you would need to pass/store pointer to an instance of that class as well to do that, unless the function is static.
In C++11, this is trivial:
std::function<void(void)> _f;
void apply() {
_f();
}
Bar(void (Foo::* f)()) {
_f = std::bind(f, Foo());
}
In C++03, this is a little tricky. Note in both versions I construct a temporary to call the member function, but I'm not sure whether it is necessary to store an instance of the class.
#include <iostream>
#include <functional>
struct Foo
{
Foo() { }
void stuff() {
std::cout << "hi\n";
}
};
struct Bar
{
void (Foo::* _f)();
void apply() {
(Foo().*_f)();
}
Bar(void (Foo::* f)()) {
_f = f;
}
};
int main()
{
Bar bar(&Foo::stuff);
bar.apply();
}
For what you are trying to do I would use the observer pattern:
class IFootballObserver
{
public:
virtual void OnBallKicked() = 0;
virtual ~IFootballObserver() {}
};
class Fooball
{
public:
Fooball(IFootballObserver& obs)
: mObs(obs)
{
// Call the observer interface at any time like so:
mObs.OnBallKicked();
}
private:
IFootballObserver& mObs;
};
class Button : public IFootballObserver
{
public:
// Football could be passed in/owned by something else
Button() : mFootball(*this) { }
void DoSomething()
{
// Called when foot ball is kicked
}
private:
virtual void OnBallKicked()
{
DoSomething();
}
Fooball mFootball;
};
I find this easier than using function pointers/std::function. Plus you could have a vector of observers and notify many objects of events.
I was wondering whether there's a way to override a function for a specific instance only. For ex,
class A
{
public:
...
void update();
...
}
int main()
{
...
A *first_instance = new A();
// I want this to have a specific update() function.
// ex. void update() { functionA(); functionB(); ... }
A *second_instance = new A();
// I want this to have a different update() function than the above one.
// ex. void update() { functionZ(); functionY(); ...}
A *third_instance = new A();
// ....so on.
...
}
Is there a way to achieve this?
I think virtual function is just what you want, with virtual function, different instances of the same type can have different functions, but you need to inherit the base class. for example
class A
{
public:
...
virtual void update()
{
std::cout << "Class A\n";
}
...
};
class B: public A
{
public:
virtual void update()
{
std::cout << "Class B\n";
}
};
class C: public A
{
public:
virtual void update()
{
std::cout << "Class C\n";
}
};
int main()
{
...
A *first_instance = new A();
// I want this to have a specific update() function.
// ex. void update() { functionA(); functionB(); ... }
A *second_instance = new B();
// I want this to have a different update() function than the above one.
// ex. void update() { functionZ(); functionY(); ...}
A *third_instance = new C();
// ....so on.
...
}
each instance in the above code will bind different update functions.
Besides, you can also use function pointer to implement your requirement, but it is not recommended. For example
class A
{
public:
A(void(*u)())
{
this->update = u;
}
...
void (*update)();
};
void a_update()
{
std::cout << "update A\n";
}
void b_update()
{
std::cout << "update B\n";
}
void c_update()
{
std::cout << "update C\n";
}
int main()
{
...
A first_instance(a_update);
// I want this to have a specific update() function.
// ex. void update() { functionA(); functionB(); ... }
A second_instance(b_update);
// I want this to have a different update() function than the above one.
// ex. void update() { functionZ(); functionY(); ...}
A third_instance(c_update);
// ....so on.
...
}
Hope helps!
Hold a function in the class.
#include <iostream>
#include <functional>
using namespace std;
class Foo
{
public:
Foo(const function<void ()>& f) : func(f)
{
}
void callFunc()
{
func();
}
private:
function<void ()> func;
};
void printFoo() { cout<<"foo"<<endl; }
void printBar() { cout<<"bar"<<endl; }
int main()
{
Foo a(printFoo);
Foo b(printBar);
a.callFunc();
b.callFunc();
}
You may have noticed that the end brace of a class is often followed by a semicolon, whereas the end braces of functions, while loops etc don't. There's a reason for this, which relates to a feature of struct in C. Because a class is almost identical to a struct, this feature exists for C++ classes too.
Basically, a struct in C may declare a named instance instead of (or as well as) a named "type" (scare quotes because a struct type in C isn't a valid type name in itself). A C++ class can therefore do the same thing, though AFAIK there may be severe limitations on what else that class can do.
I'm not in a position to check at the moment, and it's certainly not something I remember using, but that may mean you can declare a named class instance inheriting from a base class without giving it a class name. There will still be a derived type, but it will be anonymous.
If valid at all, it should look something like...
class : public baseclass // note - no derived class name
{
public:
virtual funcname ()
{
...
}
} instancename;
Personally, even if this is valid, I'd avoid using it for a number of reasons. For example, the lack of a class name means that it's not possible to define member functions separately. That means that the whole class declaration and definition must go where you want the instance declared - a lot of clutter to drop in the middle of a function, or even in a list of global variables.
With no class name, there's presumably no way to declare a constructor or destructor. And if you have non-default constructors from the base class, AFAIK there's no way to specify constructor parameters with this.
And as I said, I haven't checked this - that syntax may well be illegal as well as ugly.
Some more practical approaches to varying behaviour per-instance include...
Using dependency injection - e.g. providing a function pointer or class instance (or lambda) for some part of the behavior as a constructor parameter.
Using a template class - effectively compile-time dependency injection, with the dependency provided as a function parameter to the template.
I think it will be the best if you'll tell us why do you need to override a function for a specific instance.
But here's another approach: Strategy pattern.
Your class need a member that represent some behaviour. So you're creating some abstract class that will be an interface for different behaviours, then you'll implement different behaviours in subclasses of that abstract class. So you can choose those behaviours for any object at any time.
class A;//forward declaration
class Updater
{
public:
virtual ~Updater() {};//don't forget about virtual destructor, though it's not needed in this case of class containing only one function
virtual void update(A&) = 0;
}
class SomeUpdater
{
public:
virtual void update(A & a);//concrete realisation of an update() method
}
class A
{
private:
Updater mUpdater;
public:
explicit A(Updater updater);//constructor takes an updater, let's pretend we want to choose a behaviour once for a lifetime of an object - at creation
void update()
{
mUpdater.update(this);
}
}
You can use local classes, yet, personally, I consider the "hold function in the class" approach mentioned in the other answer better. I'd recommend the following approach only if doFunc must access internals of your base class, which is not possible from a function held in a member variable:
class ABase {
public:
void Func () { this->doFunc (); }
private:
virtual void doFunc () = 0;
public:
virtual ~ABase () { }
};
ABase* makeFirstA () {
class MyA : public ABase {
virtual void doFunc () { std::cout << "First A"; }
};
return new MyA;
}
ABase* makeSecondA () {
class MyA : public ABase {
virtual void doFunc () { std::cout << "Second A"; }
};
return new MyA;
}
int main () {
std::shared_ptr<ABase> first (makeFirstA ());
std::shared_ptr<ABase> second (makeSecondA ());
first->Func ();
second->Func ();
}
From a design patterns point of view, the "local classes" approach implements the template method pattern, while the "hold a function(al) in a member variable" approach reflects the strategy pattern. Which one is more appropriate depends on what you need to achieve.