Call base class method with enum parameter with "derived" enum - c++

my question looks like a duplicate of about a million questions found on SO but I can't find a satisfying solution.
I'm currently working on a little import/export dll for a specific file format which is build in a block-like structure with different types of blocks referencing each other.
EDIT: Each block type has its own functionality and provides different information with different data types and so on. So they're not just giving aliases for their links. Sorry about that confusion, I broke them down to be as simple as possible to just describe the problem I have.
So every block of data has some information and holds a list of links to other blocks (which may be empty). Links are just 64bit values representing the absolute byte offset inside the file.
A typical case for inheritance: BaseBlock and some derived block types.
As every block can have some links I gave my base class an array of links and implemented a method that returns a link specified by an enum acting as a "named index":
typedef uint64_t LINK;
class BaseClass
{
public:
enum BlockLink;
LINK getLink(BlockLink link) {
if(m_link_count < link) {
return m_links[link];
}
return 0;
}
private:
LINK* m_links;
uint64_t m_link_count;
}
In every derived class I would then define this enum just like:
Class ABlock: public virtual BaseBlock
{
public:
enum BlockLink {
link_to_f_block = 0,
link_to_another_f_block = 1,
...
link_to_d_block = 5
}
}
Class BBlock: public virtual BaseBlock
{
public:
enum BlockLink {
link_to_nice_a_block = 0,
link_to_evil_h_block = 1,
...
link_to_strange_t_block = 5
}
}
That would make accessing a link elegant by just using:
ABlock* aBlock;
...
/* some stuff that initializes aBlock */
...
LINK linkToDBlock = aBlock->getLink(ABlock::link_to_d_block);
The user would see there is an enum for accessing links and he doesn't need to know the index or stuff, while I wouldn't need to implement a method for each link in every derived block to get a self explaining way to access them.
Unfortunately this doesn't work as these enums are not compatible. So doing this I'm getting something like
The argument of type "ABlock::BlockLink" is not compatible with parameter of type "BaseBlock::BlockLink"
So, is there an elegant way of doing something like that? Something like a "named access" or whatever you would call it?

Related

How to design libraries to create debugging applications over them?

The Problem
I want to create a debugging application over my libraries for testing, debugging, ... purposes. But I don't want to give the end-user additional non-necessary APIs.
For example, consider an application that visualizes the program's plugin usage of the library to the end-user. So I can't use standard debuggers like GDB or LLDB with a Release build containing some debugging information. How could be the library/debugging application designed for that?
The Restrictions
Must work on Windows(MSVC-2015) and Linux(GCC-8).
C++11 only.
No debug information.
No core dumps.
No additional public APIs.
The Requirements(If It's Possible)
Accessing the library's main class private members without additional public/protected APIs I think could be enough if there is no other way to do it.
Possible Solution
I just introduce an additional symbol into my main library class as the class friend:
Complete code: MyLibrary.hh
class MyClassPrivate;
class MyClass {
public:
friend class MyClassDebugger;
int value() const;
private:
friend class MyClassPrivate;
std::unique_ptr<MyClassPrivate> impl_;
};
And then I export the class header and the class private header to the user and the user could just define the MyClassDebugger symbol and use it to access to the MyClass private implementations:
Complete code: main.cc
class MyClassDebugger {
public:
void modify(MyClass& object)
{
object.impl_->value = 100;
}
};
int main()
{
MyClass object;
MyClassDebugger().modify(object);
std::cout << object.value() << std::endl;
}
The complete code of the example: https://gist.github.com/gccore/397fb6147280bd32b6fe340aa6ce579a
I would consider dropping your “No additional public APIs” requirement, and implement some reflection interface for your objects, which allows users to list properties exposed to debug interface, get property values, and update these values. Here’s an example how that API may look like.
// Change this enum to contain types of various properties you have in your classes
// For instance, if you don't have nested objects, remove the corresponding entry from the enum
enum struct ePropertyType: uint8_t
{
Empty = 0,
Int32,
FP32,
String,
NestedObject
};
struct iDebugView;
// Variant structure for the values
struct sPropVariant
{
// The type of the value
ePropertyType type = ePropertyType::Empty;
// The value itself
union
{
int int32;
float fp32;
const char* string;
iDebugView* nestedObject;
};
};
// Describes a single field of some particular type
struct sPropertyDesc
{
std::string name;
ePropertyType type;
};
// Debugger interface to view and change private fields of objects
struct iDebugView
{
// Get descriptor for all properties exposed by this object.
// Note this doesn't include the values i.e. only depends on the object's type but not the instance
// Your implementation should return reference of a global variable, possibly lazily initialized on first use
virtual const std::vector<sPropertyDesc>& listProperties() const = 0;
// Get value of the property identified by 0-based index
// Returns ePropertyType::Empty if the index was out of range
virtual sPropVariant getValue( uint32_t index ) const = 0;
// Set value of the property identified by 0-based index.
// Returns false for errors such as index out of range, type mismatch, or trying to set NestedObject property
virtual bool setValue( uint32_t index, const sPropVariant& value ) = 0;
};
While not terribly complicated, that new API should enable GUI similar to PropertyGrid in C#, allowing to inspect and modify private properties of your classes.

Best practices to implement a Payload-containing class in C++?

I have a question about hierarchy, references and pointers... The question comes to my mind when I had tried to do the following stuff:
class packet {
public:
int address;
int command; /**< Command select the type of Payload that I must decode */
Payload p; /**< Generic payload, first question:
Payload p or Payload * p or Payload &p ?
I have a background in C, for this reason I prefer
Payload p but I know that this is not recommended for C++ */
private:
/** All getter and setter for attributes */
/** Second question: What is the best way to implement a getter
and setter for Payload?... I prefer something
similar to Java if this is possible */
}
Now imagine that I have a lot of types of Payload, all these payloads are children of the super class (generic) Payload.
I want to read the header and switch o the command. For example, if command is 1 I create a PayloadReset : Payload and fill in all of its attributes, then I want to set on my packet this payload (up-casting). In other part of the program I want to read my current packet and then read the command field and down-cast to the appropriate type depending on the command field.
When I tried to do this, I could do the up-casting without problems but the problem comes when I tried to do the downcasting to the specific Payload, in our example PayloadReset.
To answer the first question (which was buried inside the comments in your first code example:
Payload *p;
The first thing you need to learn as part of your transition from Java to C++ is what pointers are and how they work. What will be confusing to you, for some time, is the fact that all objects in Java are really pointers. You never needed to know that, when working with Java. But you must know that now, in order to understand C++. So, declaring a C++ class as
Payload p;
Is not the same thing as making a similar declaration in Java. There is no equivalent to this declaration in Java. In Java you really have a pointer here, and you have to instantiate it using the new keyword. That part Java originally aped from C++. This is the same process as C++, except that you have to explicitly declare it as a pointer.
Payload *p;
Then, somewhere else, using your example of a PayloadReset subclass:
class PayloadReset : public Payload { /* Class declaration */ };
PayloadReset *r = new PayloadReset( /* Constructor argument */ };
p=r;
And the second thing you need to learn as part of your transaction from Java to C++ is when, and how, to delete all instantiated objects. You don't have Java's garbage collector here. This becomes your job, now.
Tagging onto Sam's answer.
Before you go any further, learn the difference between stack and heap allocation. In the example you posted, you're allocating your Payload p; object on the stack - implying that the size of the object is known at this point and said size will be allocated on the stack. If you wanted to assign an derived object to p, it wouldn't work, because said object will likely be of different size. This is why you instead declare a pointer to the object (8 bytes on 64-bit architecture, 4 bytes on 32 bit), and then when you know which type of derived object you want to allocate, you do it using the new operator, as such:
Payload *p;
p = new PayloadReset(...);
The above method would require manually managing memory, i.e. calling delete on the new allocated pointer. As of C++11, the recommendation is to use smart pointers from the <memory> header. These are essentially reference counted pointers that automatically call delete for you.
std::shared_ptr<Payload> p;
p = std::make_shared<PayloadReset>(...);
Your question is somewhat related to Java syntax, but mostly about Object Oriented Programming.
First of all, you should take a moment to get familiar with Java naming conventions. There are commonly used recommendations that you can find all over the web. Here is one example of Java Naming Conventions. I brought this up because single variable names is generally not a good idea and having descriptive variables names pays dividends as the program grows in size and especially if there are more than one person on a team. So, instead of Payload p use Payload payload.
Secondly, in OO (Object Oriented), it is best to always keep your Class instance variables private, not public. Give access to these variables only if necessary and shield access to them by providing public methods. So, in your example of class Packet, your public/private is backwards. Your class should look more like:
public class Packet{
//private fields
private int address;
private int command;
private Payload payload;
//Maybe provide a nice constructor to take in expected
//properties on instantiation
public Packet(Payload pay){
}
//public methods - as needed
public void getPayload(){
return this.payload;
}
public void setAddress(int addy){
this.address = addy;
}
public int getCommand(){
return this.command;
}
}
Also, to answer more of your question about the naming of Payload. Like i said earlier..use descriptive names. Java does not have pointer references like C and generally handles memory management for you, so the & is not required or supported.
Your last question/topic is really again about OO and Class heirarchy.
It seems that Payload would be a generic base class and you may have multiple, specific 'Payload types', like ResetPayload. If that is the case, you would then define Payload and create the ResetPayload class that extends Payload. I'm not sure exactly what you are trying to do, but think of Classes/objects ad nouns and methods as verbs. Also think about the 'is-a' and 'has-a' concept. From what I see, maybe all Payloads 'has-acommand and an address. Also, maybe eachPayloadalso has multiplePackets, whatever. Just as an example, you would then define yourPayload` class like this:
public class Payload{
private int address;
private int command;
private List<Packet> packets = new ArrayList<>();
public Payload(int addy, int comm){
this.address = addy;
this.command = comm;
}
public void addPacket(Packet p){
packets.add(p);
}
public List<Packet> getPackets(){
return this.packets;
}
public int getCommand(){
return this.command;
}
public int getAddress(){
return this.address;
}
}
Then if you had a type of Payload that is more specific, like Reset, you would create the class, extends Payload and provide the additional properties/operations specific to this type, something this like:
public class ResetPayload extends Payload{
public ResetPayload(int addy, int comm){
super(addy, comm);
}
public void reset(){
//Do stuff here to reset the payload
}
}
Hopefully, that answers your questions and moves you along further. Good luck.
Here is my take on the general problem, it extends the tagged union idea. Advantages are 1.) no inheritance/dynamic_cast 2.) no shared ptr 3.) POD 4.) rtti is used to generate unique tags:
using cleanup_fun_t = void(*)(msg*);
class msg
{
public:
template<typename T, typename... Args>
static msg make(Args&&... args);
private:
std::type_index tag_;
mutable std::atomic<cleanup_fun_t> del_fn_; // hell is waiting for me,
uint64_t meta_;
uint64_t data_;
};
Please fill in all the nice member functions. This class is move only. You are creating messages with payload by the static member function make:
template<typename T, typename... Args>
msg msg::make(Args&&... args)
{
msg m;
m.tag_ = typeid(T);
m.del_fn_ = nullptr;
if (!(std::is_empty<T>::value))
{
auto ptr = std::make_unique<T>(std::forward<Args>(args)...);
m.data_ = (uint64_t)ptr.release();
m.del_fn_ = &details::cleanup_t<T>::fun; // deleter template not shown
}
return m;
}
// creation:
msg m = msg::make<Payload>(params passed to payload constructor);
// using
if (m.tag() == typeid(Payload))
{
Payload* ptr = (Payload*)m.data;
ptr-> ...
}
Just check the tag if it contains your expected data (type) and cast the data to a pointer type.
Disclaimer: It is not the complete class. Some access member function are missing here.

Cast Object at Runtime Depending on Instance Variable (C++)

I'm trying to represent a 2 dimensional map of objects. So I have a two-dimensional array of "MapItems":
MapItem* world_map[10][10];
In my specific situation, these MapItems are going to be used to represent Drones, Static Objects (like trees or any obstruction that doesn't move), or empty positions (these objects will be subclasses of MapItem):
class Drone : public MapItem {
int droneId;
...
}
class StaticObject : public MapItem {
...
}
class EmptyPosition : public MapItem {
int amount_of_time_unoccupied;
...
}
Is it a good idea to have an instance variable on the MapItem class that tells what specific type of item it is, and then cast it the proper type based on that? For example:
enum ItemType = {DRONE, STATIC_OBSTRUCTION, EMPTY};
class MapItem {
ItemType type;
...
}
And then when I want to know what is at a position in the map, I do:
MapItem *item = world_map[3][3];
if (item->type == DRONE) {
Drone *drone = dynamic_cast<Drone*>(item);
// Now do drone specific things with drone
...
} else if (item->type == STATIC_OBSTRUCTION) {
StaticObject *object = dynamic_case<StaticObject*>(item);
// Static object specific stuff
...
} else {
...
}
I have not actually tried this, but I assume it's possible. What I'm really asking is this a good design pattern? Or is there a better way to do this?
A "switch on type" indicates a design problem much more often than not.
What you usually want to do is define and implement some virtual functions for the behaviors you care about. For example, you might care about flying into one of the spaces. If so, you might have a function to see if it allows entry. That will return true if a drone is trying fly into open air, or false if it's trying to fly into a tree.
As an aside, if you're going to have derived objects, you need to define the array as container pointers, not actual objects of the base class. Otherwise, when you try to put a derived object into the array, it'll get "sliced" to become an object of the base class.

Creating classes to represent different permutations of a type

Suppose I have a class structure like (simplifying the actual classes I have):
class Graph
{
};
class DerivedGraph : public Graph
{
};
class DerivedGraph2 : public Graph
{
};
I want to expand this structure to account for different variations of the same graph. Ideally I would like to be able to do something like:
class Graph
{
};
// Removed
//class DerivedGraph : public Graph
//{
//};
// Removed
//class DerivedGraph2 : public Graph
//{
//};
class DerivedGraph3 : public Graph // really just a mode of DerivedGraph
{
};
class DerivedGraph4 : public Graph // really just a second mode of DerivedGraph
{
};
class DerivedGraph5 : public Graph // really just a mode of DerivedGraph2
{
};
class DerivedGraph6 : public Graph // really just a second mode of DerivedGraph2
{
};
But you can quickly see the problem here -- I am having to create too many classes here. Also, the base class is extremely complex and large (the bottom line is that it just plain sucks) ... so I don't want to make too many structural changes. I want the flexibility of defining things at the level of just the graph itself but at the same time have the flexibility of defining things for a particular mode of one graph type. I would like to be able to use virtual functions such as DoesGraphSupportNormalizedData() or something like that (this is just a simple example). Each class would then override this method.
Another idea I had was to create a separate class structure for the modes themselves (the Graph class would create an instance of it), like:
class BaseMode
{
};
class Mode1 : public BaseMode
{
};
class Mode2 : public BaseMode
{
};
Now the problem is that these mode classes need access to several pieces of data from the Graph class ... and I really don't want to pass all of that information. The mode class would then become just as useless and wouldn't be flexible at all. I just can't think of a clean way to deal with this. The best I could come up with is to have the mode classes do what it can without having to pass all kinds of crap to it but now the interface is just goofy and awkward. Any ideas?
You can either user and interface or use inherited classes from what I can gather from your description.
If you use a base-class and inherit off of it just have the things you don't want derived classes to have just give them the private access modifier and then protected or public for the others (depending on the situation of course). That way your derived classes only take what information they need. You could also have a instance variable that needs to be set in each of lower classes to define things about each derived class. Access modifiers are your friends.
If you use an interface just include everything each graph will need and then when building the individual classes just customize them from there to include the specialties.
If it were up to me, personally, I would go with inheritance over an interface but that's just me.
I ran in this kind of a problem before (and still now and then...)
In this case, you may be taking it the wrong way, what you're looking into is device a specialized function depending on the type of graph and mode. Inheritance is nice, but it has its limits as you mentioned. Especially because the user may want to switch the type of graph, but keep is existing graph object. Inheritance is not helpful in that case.
One way to do something like this is to create functions that get called depending on the current type and mode. Say you have to draw lines and the mode can be set to LINE or DOTS. You could have two functions that draw a line and are specific to a mode or another:
void Graph::draw_line_line(line l)
{
// draw a line
}
void Graph::draw_line_dots(line l)
{
// draw a dots along the line
}
Now you can define a type which represents that type of render functions and a variable member for it:
typedef void (Graph::*draw_line_func)(line l);
draw_line_func m_draw_line;
With that in hands, you can program your set_mode() function, something like this:
void Graph::set_mode(mode_t mode)
{
m_mode = mode; // save for get_mode() to work
switch(mode)
{
case LINE:
m_draw_line = &Draw::draw_line_line;
break;
case DOTS:
m_draw_line = &Draw::draw_line_dots;
break;
...
}
}
Now when you want to render the line, you do call this specialized function and you do not need to know whether it is a LINE or a DOTS...
void Graph::draw_line(line l)
{
this->*m_draw_line(l);
}
This way you create an indirection and make it a lot cleaner in the existing large functions that have large switch or many if() statements without breaking up the existing "powerful" class in many pieces that may become hard to use (because if it's that big it's probably already in use...)

Design pattern to refactor switch statement

I have something like the following in the header
class MsgBase
{
public:
unsigned int getMsgType() const { return type_; }
...
private:
enum Types { MSG_DERIVED_1, MSG_DERIVED_2, ... MSG_DERIVED_N };
unsigned int type_;
...
};
class MsgDerived1 : public MsgBase { ... };
class MsgDerived2 : public MsgBase { ... };
...
class MsgDerivedN : public MsgBase { ... };
and is used as
MsgBase msgHeader;
// peeks into the input stream to grab the
// base class that has the derived message type
// non-destructively
inputStream.deserializePeek( msgHeader );
unsigned int msgType = msgHeader.getMsgType();
MsgDerived1 msgDerived1;
MsgDerived2 msgDerived2;
...
MsgDerivedN msgDerivedN;
switch( msgType )
{
case MSG_DERIVED_1:
// fills out msgDerived1 from the inputStream
// destructively
inputStream.deserialize( msgDerived1 );
/* do MsgDerived1 processing */
break;
case MSG_DERIVED_2:
inputStream.deserialize( msgDerived2 );
/* do MsgDerived1 processing */
break;
...
case MSG_DERIVED_N:
inputStream.deserialize( msgDerivedN );
/* do MsgDerived1 processing */
break;
}
This seems like the type of situation which would be fairly common and well suited to refactoring. What would be the best way to apply design patterns (or basic C++ language feature redesign) to refactor this code?
I have read that the Command pattern is commonly used to refactor switch statements but that seems only applicable when choosing between algorithms to do a task. Is this a place where the factory or abstract factory pattern is applicable (I am not very familiar with either)? Double dispatch?
I've tried to leave out as much inconsequential context as possible but if I missed something important just let me know and I'll edit to include it. Also, I could not find anything similar but if this is a duplicate just redirect me to the appropriate SO question.
You could use a Factory Method pattern that creates the correct implementation of the base class (derived class) based on the value you peek from the stream.
The switch isn't all bad. It's one way to implement the factory pattern. It's easily testable, it makes it easy to understand the entire range of available objects, and it's good for coverage testing.
Another technique is to build a mapping between your enum types and factories to make the specific objects from the data stream. This turns the compile-time switch into a run-time lookup. The mapping can be built at run-time, making it possible to add new types without recompiling everything.
// You'll have multiple Factories, all using this signature.
typedef MsgBase *(*Factory)(StreamType &);
// For example:
MsgBase *CreateDerived1(StreamType &inputStream) {
MsgDerived1 *ptr = new MsgDerived1;
inputStream.deserialize(ptr);
return ptr;
}
std::map<Types, Factory> knownTypes;
knownTypes[MSG_DERIVED_1] = CreateDerived1;
// Then, given the type, you can instantiate the correct object:
MsgBase *object = (*knownTypes[type])(inputStream);
...
delete object;
Pull Types and type_ out of MsgBase, they don't belong there.
If you want to get totally fancy, register all of your derived types with the factory along with the token (e.g. 'type') that the factory will use to know what to make. Then, the factory looks up that token on deserialize in its table, and creates the right message.
class DerivedMessage : public Message
{
public:
static Message* Create(Stream&);
bool Serialize(Stream&);
private:
static bool isRegistered;
};
// sure, turn this into a macro, use a singleton, whatever you like
bool DerivedMessage::isRegistered =
g_messageFactory.Register(Hash("DerivedMessage"), DerivedMessage::Create);
etc. The Create static method allocates a new DerivedMessage and deserializes it, the Serialize method writes the token (in this case, Hash("DerivedMessage")) and then serializes itself. One of them should probably test isRegistered so that it doesn't get dead stripped by the linker.
(Notably, this method doesn't require an enum or other "static list of everything that can ever exist". At this time I can't think of another method that doesn't require circular references to some degree.)
It's generally a bad idea for a base class to have knowledge about derived classes, so a redesign is definitely in order. A factory pattern is probably what you want here as you already noted.