I have a little example.
Im trying to add data to my std::vector from a class that is not in the same namespace.
both classes are the same.
How can i push data to to vector from a class that is not in same namespace
class A
{
public:
std::string name;
int32_t Size;
};
namespace TEST {
class A
{
public:
std::string name;
int32_t Size;
};
class File
{
public:
std::vector<A> data;
};
}
int main()
{
A data = { "outside namespace", 10 };
TEST::File file;
file.data.push_back(data);
return 0;
}
I guess you need an extra constructor in TEST::A for copying members from global A:
namespace TEST {
class A
{
public:
A(const ::A& a) :
name(a.name),
Size(a.Size)
{}
std::string name;
int32_t Size;
};
...
When pushing to vector do it like this:
int main()
{
A data = { "outside namespace", 10 };
TEST::File file;
file.data.push_back(TEST::A(data));
return 0;
}
How can i push data to to vector from a class that is not in same
namespace
The problem isnt really different namespaces, but the problem is that A and TEST::A are two different classes and you cannot push an A into a vector of TEST::As.
Just qualify the names with the namespace name:
TEST::A data = { "outside namespace", 10 };
A and TEST::A are two different classes.
You declare your vector to accept objects from the relevant class in its namespace:
std::vector<A> v; // will accept objects of class A
std::vector<TEST::A> v; // will accept objects of class TEST::A
Related
I have recently started learning OOP in C++ and I started solving example tasks regarding it. I want to instantiate an object of the class CStudent after having created a default constructor for it. However the compiler cannot compile the code. I would like to ask why is that?
When you write inside your class:
CStudent();
CStudent(string name, string fn);
...you only declare two constructors, one default (taking no-argument) and one taking two strings.
After declaring them, you need to define them, the same way you defined the methods getName or getAverage:
// Outside of the declaration of the class
CStudent::CStudent() { }
// Use member initializer list if you can
CStudent::CStudent(std::string name, string fn) :
name(std::move(name)), fn(std::move(fn)) { }
In C++, you can also define these when declaring them inside the class:
class CStudent {
// ...
public:
CStudent() { }
CStudent(std::string name, string fn) :
name(std::move(name)), fn(std::move(fn)) { }
// ...
};
Since C++11, you can let the compiler generate the default constructor for you:
// Inside the class declaration
CStudent() = default;
This should work, As commented by Holt, You need to define constructor, You have just declared it.
#include <iostream>
#include <string>
#include <list>
using namespace std;
class CStudent {
string name = "Steve";
list<int> scores;
string fn;
public:
CStudent() {};
CStudent(string name, string fn);
string getName();
double getAverage();
void addScore(int);
};
string CStudent::getName() {
return name;
}
double CStudent::getAverage() {
int av = 0;
for (auto x = scores.begin(); x != scores.end(); x++) {
av += *x;
}
return av / scores.size();
}
void CStudent::addScore(int sc) {
scores.push_back(sc);
}
int main()
{
CStudent stud1;
cout<< stud1.getName()<< endl;
return 0;
}
Please consider both the codes shown below. One uses a constructor to initialize the values and one does not.
Code#1
#include<iostream>
using namespace std;
class Rectangle
{
public:
int width;
int height;
};
int main()
{
Rectangle rect1{3,4};
cout<<"Width="<<rect1.width<<endl;
cout<<"Height="<<rect1.height<<endl;
return 0;
}
I get the output as,
Width=3
Height=4
Code#2
#include<iostream>
using namespace std;
class Rectangle
{
public:
int width;
int height;
Rectangle(int a,int b)
{
width=a;
height=b;
}
};
int main()
{
Rectangle rect1(3,4);
cout<<"Width="<<rect1.width<<endl;
cout<<"Height="<<rect1.height<<endl;
return 0;
}
I get the same output.
My question may be simple but, why bother using a constructor when I'm getting the same output in both the cases.
Thanks in advance
the answer is pretty simple, constructor initialize, other methods assign.
The difference may not seem very major, but consider this code.
#include<iostream>
using namespace std;
class Sample
{
private:
const int num;
public:
void setval(int i)
{
num = i;
}
int getVal()
{
return num;
}
};
int main()
{
Sample s;
s.setval(12);
cout<<s.getVal();
}
This code will give a compilation error saying that num is declared as const and we are trying to ASSIGN a value to num by making it equal to i.
Because const and references must be initialized just after declaration constructors do this Job by initializing them.
Also, make your class members private, it's a good practice and much more object oriented.
So the above code should be.
#include<iostream>
using namespace std;
class Sample
{
private:
const int num;
public:
Sample( int i):num(i){}
int getVal()
{
return num;
}
};
int main()
{
Sample s(12);
cout<<s.getVal();
}
For such simple data types it may well not matter, however there are many non plain-old-data types that benefit from or even require initialization to be at all useful.
Constructors have several benefits:
Constructors allow for a public API (encapsulation). In more complicated classes, internal data which the caller should not touch may need to be initialized.
class Foo
{
public:
Foo(int x) {
internal_data1 = some_computation1(x);
internal_data2 = some_computation2(x);
}
Some_Type3 some_method(int x)
{
return some_computation3(x, this->internal_data1, this->internal_data2);
}
private:
Some_Type1 internal_data1;
Some_Type2 internal_data2;
};
There are several C++ concepts involving constructors, such as DefaultConstructible and CopyConstructible. Constructors provide a common interface so generic code can instantiate objects of different types in a uniform way.
template<class T>
class Some_Generic
{
public:
Some_Generic(const T& t)
: internal_t(t) // Copy constructor used
{
// do work...
}
private:
T internal_t;
};
I want to compare the object type of a child class which inherits from a parent class and is stored in a vector of parent class as below:
#include <string>
#include <iostream>
#include <vector>
#include <typeinfo>
using namespace std;
class Agent{
public:
Agent(string nam){ name = nam; }
~Agent();
protected:
string name;
};
class Human :public Agent{
public:
Human(string nam, int a):Agent(nam){ age = a; }
~Human();
protected:
int age;
};
int main(){
vector<Agent*> agents;
Agent* agent=new Agent("ask");
Human* human=new Human("ask2",18);
Agent* agent2=new Human("AgentAsk",20);
agents.push_back(agent);
agents.push_back(human);
agents.push_back(agent2);
cout << (typeid(agents[1]) == typeid(Agent*)) << endl; /// True
cout << (typeid(agents[1]) == typeid(Human*)) << endl; /// I expect it to be true but its false
cout << (typeid(agents[1]) != typeid(Agent*)) << endl; /// False
return 0;
}
I need help to obtain the proper result.
I searched for it but could not find a proper solution and explanation.
Please, try to explain your code as much as possible.
You can use type traits for your classes, but if you need a simple (quick and dirty, maybe) solution, you may do it as follows:
#include <string>
#include <iostream>
#include <vector>
#include <typeinfo>
using namespace std;
class Agent{
public:
static const string TYPE;
explicit Agent(const string& nam) : name(nam) {}
virtual ~Agent(){}
virtual string type() const {
return TYPE;
}
protected:
string name;
};
const string Agent::TYPE = "Agent";
class Human :public Agent {
public:
static const string TYPE;
Human(const string& nam, int a):Agent(nam), age(a) {}
~Human(){}
virtual string type() const {
return TYPE;
}
protected:
int age;
};
const string Human::TYPE = "Human";
int main(){
vector<Agent*> agents;
Agent* agent=new Agent("ask");
Human* human=new Human("ask2",18);
Agent* agent2=new Human("AgentAsk",20);
agents.push_back(agent);
agents.push_back(human);
agents.push_back(agent2);
for(auto agent : agents) {
cout << agent->type() << " ";
cout << boolalpha << (agent->type() == Agent::TYPE) << endl;
}
//free up memory allocated using new
// or just use smart pointers
return 0;
}
It's better to define an abstract class and move the abstraction (like type() method) up and other details down to the derived classes.
Here is a possible approach to differentiate the types in a hierarchy at runtime (comments in the code, as requested by the OP):
#include<vector>
#include<cassert>
// This is a simple class that acts as a counter
struct Cnt {
static int cnt;
};
int Cnt::cnt = 0;
// A template class helps us to differentiate
// the types and to give them a set of values
// that identify the actual types at runtime
template<typename T>
struct Type: private Cnt {
static const int type;
};
template<typename T>
const int Type<T>::type = Cnt::cnt++;
// The Agent offers a virtual method that
// returns a numeric identifier of the type.
// The above mentioned classes are used
// to generate an unique value for this type.
class Agent {
public:
virtual int type() const {
return Type<Agent>::type;
}
};
// If you want Human to have its own
// numeric identifier, you can simply override
// the inherited method and return a different
// type.
// Using the Type class is still the right
// solution. It assures that the returned type
// won't collide with the ones generated so
// far.
class Human: public Agent {
public:
int type() const override {
return Type<Human>::type;
}
};
int main() {
std::vector<Agent*> vec;
vec.push_back(new Agent);
vec.push_back(new Human);
assert(vec[0]->type() == Type<Agent>::type);
assert(vec[0]->type() != Type<Human>::type);
assert(vec[1]->type() == Type<Human>::type);
assert(vec[1]->type() != Type<Agent>::type);
}
It's pretty invasive, but this way you can also decide not to give a different type to a child if you want.
A note on typeid.
From here you can find that:
There is no guarantee that the sameĀ std::type_info instance will be referred to by all evaluations of the typeid expression on the same type
You wouldn't have had guarantees even if working with different types. Anyway, you are using the typeof operator each time on the same type.
You created a vector of Agent*, so (typeid(agents[1]) == typeid(Human*)) is false because agents[1] is an Agent, not a Human.
I've got some legacy code that, instead of virtual functions, uses a kind field to do dynamic dispatch. It looks something like this:
// Base struct shared by all subtypes
// Plain-old data; can't use virtual functions
struct POD
{
int kind;
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
};
enum Kind { Kind_Derived1, Kind_Derived2, Kind_Derived3 /* , ... */ };
struct Derived1: POD
{
Derived1(): kind(Kind_Derived1) {}
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
// ... plus other type-specific data and function members ...
};
struct Derived2: POD
{
Derived2(): kind(Kind_Derived2) {}
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
// ... plus other type-specific data and function members ...
};
struct Derived3: POD
{
Derived3(): kind(Kind_Derived3) {}
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
// ... plus other type-specific data and function members ...
};
// ... and so on for other derived classes ...
and then the POD class's function members are implemented like this:
int POD::GetFoo()
{
// Call kind-specific function
switch (kind)
{
case Kind_Derived1:
{
Derived1 *pDerived1 = static_cast<Derived1*>(this);
return pDerived1->GetFoo();
}
case Kind_Derived2:
{
Derived2 *pDerived2 = static_cast<Derived2*>(this);
return pDerived2->GetFoo();
}
case Kind_Derived3:
{
Derived3 *pDerived3 = static_cast<Derived3*>(this);
return pDerived3->GetFoo();
}
// ... and so on for other derived classes ...
default:
throw UnknownKindException(kind, "GetFoo");
}
}
POD::GetBar(), POD::GetBaz(), POD::GetXyzzy(), and other members are implemented similarly.
This example is simplified. The actual code has about a dozen different subtypes of POD, and a couple dozen methods. New subtypes of POD and new methods are added pretty frequently, and so every time we do that, we have to update all these switch statements.
The typical way to handle this would be to declare the function members virtual in the POD class, but we can't do that because the objects reside in shared memory. There is a lot of code that depends on these structs being plain-old-data, so even if I could figure out some way to have virtual functions in shared-memory objects, I wouldn't want to do that.
So, I'm looking for suggestions as to the best way to clean this up so that all the knowledge of how to call the subtype methods is centralized in one place, rather than scattered among a couple dozen switch statements in a couple dozen functions.
What occurs to me is that I can create some sort of adapter class that wraps a POD and uses templates to minimize the redundancy. But before I start down that path, I'd like to know how others have dealt with this.
You can use a jump table. This is what most virtual dispatches look like under the hood, and you CAN construct it manually.
template<typename T> int get_derived_foo(POD*ptr) {
return static_cast<T>(ptr)->GetFoo();
}
int (*)(POD*) funcs[] = {
get_derived_foo<Derived1>,
get_derived_foo<Derived2>,
get_derived_foo<Derived3>
};
int POD::GetFoo() {
return funcs[kind](this);
}
For a short example.
What exactly are the limitations of being in shared memory? I realized that I don't know enough here. Does it mean that I can't use pointers, because someone in another process will be trying to use those pointers?
You could use a string map, where each process gets it's own copy of the map. You'd have to pass this in to GetFoo() so that it can find it.
struct POD {
int GetFoo(std::map<int, std::function<int()>& ref) {
return ref[kind]();
}
};
Edit: Of course, you don't have to use a string here, you could use an int. I just used it as example. I should change it back. Infact, this solution is pretty flexible, but the important thing is, make a copy of process-specific data, e.g. function pointers or whatever, and then pass it in.
Here's the template-metaprogramming path I'm going down now. Here is what I like about it:
Adding support for a new kind only requires updating LAST_KIND and adding a new KindTraits.
There is a simple pattern for adding a new function.
Functions can be specialized for particular kinds if necessary.
I can expect compile-time errors and warnings, rather than mysterious run-time misbehavior, if I screw anything up.
There are a couple of concerns:
POD's implementation is now dependent upon the interfaces of all the derived classes. (This is already true in the existing implementation, so I'm not worried about it, but it is a bit of a smell.)
I'm counting on the compiler to be smart enough to generate code that is roughly equivalent to the switch-based code.
Many C++ programmers will scratch their heads upon seeing this.
Here's the code:
// Declare first and last kinds
const int FIRST_KIND = Kind_Derived1;
const int LAST_KIND = Kind_Derived3;
// Provide a compile-time mapping from a kind code to a subtype
template <int KIND>
struct KindTraits
{
typedef void Subtype;
};
template <> KindTraits<Kind_Derived1> { typedef Derived1 Subtype; };
template <> KindTraits<Kind_Derived2> { typedef Derived2 Subtype; };
template <> KindTraits<Kind_Derived3> { typedef Derived3 Subtype; };
// If kind matches, then do the appropriate typecast and return result;
// otherwise, try the next kind.
template <int KIND>
int GetFooForKind(POD *pod)
{
if (pod->kind == KIND)
return static_cast<KindTraits<KIND>::Subtype>(pod)->GetFoo();
else
return GetFooForKind<KIND + 1>(); // try the next kind
}
// Specialization for LAST_KIND+1
template <> int GetFooForKind<LAST_KIND + 1>(POD *pod)
{
// kind didn't match anything in FIRST_KIND..LAST_KIND
throw UnknownKindException(kind, "GetFoo");
}
// Now POD's function members can be implemented like this:
int POD::GetFoo()
{
return GetFooForKind<FIRST_KIND>(this);
}
You can experiment with Curiously recurring template pattern. It's a bit complicated, but when you cannot use pure virtual functions it can be helpful.
Here is an approach that uses virtual methods to implement the jump table, without requiring the Pod class or the derived classes to actually have virtual functions.
The objective is to simplify adding and removing methods across many classes.
To add a method, it needs to be added to Pod using a clear and common pattern, a pure virtual function needs to be added to PodInterface, and a forwarding function must be added to PodFuncs using a clear and common pattern.
Derived classes need only have a file static initialisation object to set things up, otherwise look pretty much like they already do.
// Pod header
#include <boost/shared_ptr.hpp>
enum Kind { Kind_Derived1, Kind_Derived2, Kind_Derived3 /* , ... */ };
struct Pod
{
int kind;
int GetFoo();
int GetBar();
int GetBaz();
};
struct PodInterface
{
virtual ~PodInterface();
virtual int GetFoo(Pod* p) const = 0;
virtual int GetBar(Pod* p) const = 0;
virtual int GetBaz(Pod* p) const = 0;
static void
do_init(
boost::shared_ptr<PodInterface const> const& p,
int kind);
};
template<class T> struct PodFuncs : public PodInterface
{
struct Init
{
Init(int kind)
{
boost::shared_ptr<PodInterface> t(new PodFuncs);
PodInterface::do_init(t, kind);
}
};
~PodFuncs() { }
int GetFoo(Pod* p) const { return static_cast<T*>(p)->GetFoo(); }
int GetBar(Pod* p) const { return static_cast<T*>(p)->GetBar(); }
int GetBaz(Pod* p) const { return static_cast<T*>(p)->GetBaz(); }
};
//
// Pod Implementation
//
#include <map>
typedef std::map<int, boost::shared_ptr<PodInterface const> > FuncMap;
static FuncMap& get_funcmap()
{
// Replace with other approach for static initialisation order as appropriate.
static FuncMap s_funcmap;
return s_funcmap;
}
//
// struct Pod methods
//
int Pod::GetFoo()
{
return get_funcmap()[kind]->GetFoo(this);
}
//
// struct PodInterface methods, in same file as s_funcs
//
PodInterface::~PodInterface()
{
}
void
PodInterface::do_init(
boost::shared_ptr<PodInterface const> const& p,
int kind)
{
// Could do checking for duplicates here.
get_funcmap()[kind] = p;
}
//
// Derived1
//
struct Derived1 : Pod
{
Derived1() { kind = Kind_Derived1; }
int GetFoo();
int GetBar();
int GetBaz();
// Whatever else.
};
//
// Derived1 implementation
//
static const PodFuncs<Derived1>::Init s_interface_init(Kind_Derived1);
int Derived1::GetFoo() { /* Implement */ }
int Derived1::GetBar() { /* Implement */ }
int Derived1::GetBaz() { /* Implement */ }
Here is an example using Curiously recurring template pattern. This may suit your needs if you know more info at the compile time.
template<class DerivedType>
struct POD
{
int GetFoo()
{
return static_cast<DerivedType*>(this)->GetFoo();
}
int GetBar()
{
return static_cast<DerivedType*>(this).GetBar();
}
int GetBaz()
{
return static_cast<DerivedType*>(this).GetBaz();
}
int GetXyzzy()
{
return static_cast<DerivedType*>(this).GetXyzzy();
}
};
struct Derived1 : public POD<Derived1>
{
int GetFoo()
{
return 1;
}
//define all implementations
};
struct Derived2 : public POD<Derived2>
{
//define all implementations
};
int main()
{
Derived1 d1;
cout << d1.GetFoo() << endl;
POD<Derived1> *p = new Derived1;
cout << p->GetFoo() << endl;
return 0;
}
Expanding on the solution you ended up with, the following solves the mapping to derived functions at program initialization:
#include <typeinfo>
#include <iostream>
#include <functional>
#include <vector>
enum Kind
{
Kind_First,
Kind_Derived1 = Kind_First,
Kind_Derived2,
Kind_Total
};
struct POD
{
size_t kind;
int GetFoo();
int GetBar();
};
struct VTable
{
std::function<int(POD*)> GetFoo;
std::function<int(POD*)> GetBar;
};
template<int KIND>
struct KindTraits
{
typedef POD KindType;
};
template<int KIND>
void InitRegistry(std::vector<VTable> &t)
{
typedef typename KindTraits<KIND>::KindType KindType;
size_t i = KIND;
t[i].GetFoo = [](POD *p) -> int {
return static_cast<KindType*>(p)->GetFoo();
};
t[i].GetBar = [](POD *p) -> int {
return static_cast<KindType*>(p)->GetBar();
};
InitRegistry<KIND+1>(t);
}
template<>
void InitRegistry<Kind_Total>(std::vector<VTable> &t)
{
}
struct Registry
{
std::vector<VTable> table;
Registry()
{
table.resize(Kind_Total);
InitRegistry<Kind_First>(table);
}
};
Registry reg;
int POD::GetFoo() { return reg.table[kind].GetFoo(this); }
int POD::GetBar() { return reg.table[kind].GetBar(this); }
struct Derived1 : POD
{
Derived1() { kind = Kind_Derived1; }
int GetFoo() { return 0; }
int GetBar() { return 1; }
};
template<> struct KindTraits<Kind_Derived1> { typedef Derived1 KindType; };
struct Derived2 : POD
{
Derived2() { kind = Kind_Derived2; }
int GetFoo() { return 2; }
int GetBar() { return 3; }
};
template<> struct KindTraits<Kind_Derived2> { typedef Derived2 KindType; };
int main()
{
Derived1 d1;
Derived2 d2;
POD *p;
p = static_cast<POD*>(&d1);
std::cout << p->GetFoo() << '\n';
p = static_cast<POD*>(&d2);
std::cout << p->GetBar() << '\n';
}
I want to declare a struct within a class which is private and I want to give a character value to a variable in the same struct, but I can't initialize it or cin it:
class puple
{
private:
struct p
{
char name[25];
int grade;
};
public:
puple(){};
void setme()
{
this->p::grade=99;
this->p::name[25]='g'; //here is the problem
}
void printme()
{
cout<<"Name: "<<this->p::name<<endl;
cout<<"Grade: "<<this->p::grade<<endl;
}
};
void main()
{
puple pu1;
pu1.setme();
pu1.printme();
}
You've describe a type called "p" which is a struct. There is yet no thing of type p around. Therefore your
p->...
calls make no sense.
Try declaring
p pInstance;
in your class and using it, ie:
void setme()
{
this->pInstance.grade=99;
this->pInstance.name[25]='g'; //here is the problem
}
Note even with this your assignment to name[25] will fail as the allowed indices for that array are 0 up to 24 (totalling 25 elements).
You have two serious problems here
struct p
{
char name[25];
int grade;
};
This defines a struct type, named p. I think what you wanted to do was
struct
{
char name[25];
int grade;
} p;
This will declare a struct, named p, with the name and grade member variables.
Your second serious problem is that you assign:
this->p::name[25]='g'; //here is the problem
This assigns 'g' to the 26th element of the array name. (arrays are 0-indexed)
isn't it
struct { ... } p; // variable of struct-type definition.
not
struct p { ... }; // type 'struct p' definition.
?
Place the struct definition outside of the class using a typedef. By having the struct defined in your .cpp file it will not be visible outside of your class.
#include <iostream>
typedef struct _foo
{
int a;
} foo;
class bar
{
public:
void setA(int newa);
int getA();
private:
foo myfoo;
};
void bar::setA(int newa)
{
myfoo.a = newa;
}
int bar::getA()
{
return myfoo.a;
}
using namespace std;
int main()
{
bar mybar;
mybar.setA(17);
cout << mybar.getA() << endl;
return 0;
}