What is the role of private members? - c++

#include<iostream>
class student
{
private:
int roll_no;
int standard;
public:
void input();
void display();
};
I asked my teacher about the significance of making some class members private and some members public. He said that data members are usually made private for security reason. He said that no object can access private things of a class, thats why they are secure.
My question is:
When we will develop software, we will be distributing executable files to users. Users will not be able to edit the code. What type of security our teacher is talking about? When I have created the entire code, how someone can edit it? What is the need to think about security?

No your teacher would not be correct that encapsulation, as this is called, is for security. Encapsulation is actually there for a few other reasons:
Creates better maintainability of code. When all the properties are private and encapsulated, it is easy for the writers of the code to maintain the program simply by changing the methods.
Have a Controlled Environment. Encapsulation lets the users use the given objects, in a controlled manner, through objects. If encapsulation didn't exist, client code could use the members of your class in any way they wanted, while member functions limit this to a specific behavior.
Hide Complexities: Hiding the complexities irrelevant to the users. Sometimes, some properties and methods are only for internal use and the user doesn't have to know about these. This makes it simple for the user to use the object.
An example that illustrates what would happen if you didn't have encapsulation:
Suppose you had a class called Human, with a member called age that is public. Now, if someone wanted to modify this, say, based off input, then they would have to check to see if the input is not negative or not a huge amount every time, unless they make a function for it. Now if there was a member function instead that provided access to age, then it wouldn't be client code's problem anymore, since the setter for the field would take care of it as it would be the responsibility of the class to make sure its fields are valid.

This will not affect users of an application, but the teacher is trying to make you safe from your own mistakes.
Keeping member variables private, when possible, protects you from accessing and changing them accidentally from places in your code where you shouldn't do that.
It also makes is clear for the users of the code which variables and functions are intended to be used from outside the class and which are not, thus clearly defining the API of the class.

Just like each person knows their own secrets and it is somehow dangerous to tell others, private members are not exposed to other classes because it may break something in the class and other classes don't really need to know them.
However, people need to communicate to fulfill their needs. We talk, explain our thoughts to be understood.. well, public members are like this, they are needed for the class itself communicate with other classes.

Related

Should I use public or private variables?

I am doing a large project for the first time. I have lots of classes and some of them have public variables, some have private variables with setter and getter methods and same have both types.
I decided to rewrite this code to use primarily only one type. But I don't know which I should use (variables which are used only for methods in the same object are always private and are not subject of this question).
I know the theory what public and private means, but what is used in the real world and why?
private data members are generally considered good because they provide encapsulation.
Providing getters and setters for them breaks that encapsulation, but it's still better than public data members because there's only once access point to that data.
You'll notice this during debugging. If it's private, you know you can only modify the variable inside the class. If it's public, you'll have to search the whole code-base for where it might be modified.
As much as possible, ban getters/setters and make properties private. This follows the principle of information hiding - you shouldn't care about what properties a class has. It should be self-contained. Of course, in practice this isn't feasible, and if it is, a design that follows this will be more cluttered and harder to maintain than one that doesn't.
This is of course a rule of thumb - for example, I'd just use a struct (equivalent with a class with public access) for, say, a simple point class:
struct Point2D
{
double x;
double y;
};
Since you say that you know the theory, and other answers have dug into the meaning of public/private, getters and setters, I'd like to focus myself on the why of using accessors instead of creating public attributes (member data in C++).
Imagine that you have a class Truck in a logistic project:
class Truck {
public:
double capacity;
// lots of more things...
};
Provided you are northamerican, you'll probably use gallons in order to represent the capacity of your trucks. Imagine that your project is finished, it works perfectly, though many direct uses of Truck::capacity are done. Actually, your project becomes a success, so some european firm asks you to adapt your project to them; unfortunately, the project should use the metric system now, so litres instead of gallons should be employed for capacity.
Now, this could be a mess. Of course, one possibility would be to prepare a codebase only for North America, and a codebase only for Europe. But this means that bug fixes should be applied in two different code sources, and that is decided to be unfeasible.
The solution is to create a configuration possibility in your project. The user should be able to set gallons or litres, instead of that being a fixed, hardwired choice of gallons.
With the approach seen above, this will mean a lot of work, you will have to track down all uses of Truck::capacity, and decide what to do with them. This will probably mean to modify files along the whole codebase. Let's suppose, as an alternative, that you decided a more theoretic approach.
class Truck {
public:
double getCapacity() const
{ return capacity; }
// lots of more things...
private:
double capacity;
};
A possible, alternative change involves no modification to the interface of the class:
class Truck {
public:
double getCapacity() const
{ if ( Configuration::Measure == Gallons ) {
return capacity;
} else {
return ( capacity * 3.78 );
}
}
// lots of more things...
private:
double capacity;
};
(Please take int account that there are lots of ways for doing this, that one is only one possibility, and this is only an example)
You'll have to create the global utility class configuration (but you had to do it anyway), and add an include in truck.h for configuration.h, but these are all local changes, the remaining of your codebase stays unchanged, thus avoiding potential bugs.
Finally, you also state that you are working now in a big project, which I think it is the kind of field in which these reasons actually make more sense. Remember that the objective to keep in mind while working in large projects is to create maintainable code, i.e., code that you can correct and extend with new functionalities. You can forget about getters and setters in personal, small projects, though I'd try to make myself used to them.
Hope this helps.
There is no hard rule as to what should be private/public or protected.
It depends on the role of your class and what it offers.
All the methods and members that constitute the internal workings of
the class should be made private.
Everything that a class offers to the outside world should be public.
Members and methods that may have to be extended in a specialization of this class,
could be declared as protected.
From an OOP point of view getters/setters help with encapsulation and should therefore always be used. When you call a getter/setter the class can do whatever it wants behind the scenes and the internals of the class are not exposed to the outside.
On the other hand, from a C++ point of view, it can also be a disadvantage if the class does lots of unexpected things when you just want to get/set a value. People like to know if some access results in huge overhead or is simple and efficient. When you access a public variable you know exactly what you get, when you use a getter/setter you have no idea.
Especially if you only do a small project, spending your time writing getters/setters and adjusting them all accordingly when you decide to change your variable name/type/... produces lots of busywork for little gain. You'd better spend that time writing code that does something useful.
C++ code commonly doesn't use getters/setters when they don't provide real gain. If you design a 1,000,000-line project with lots of modules that have to be as independent as possible it might make sense, but for most normal-sized code you write day to day they are overkill.
There are some data types whose sole purpose is to hold well-specified data. These can typically be written as structs with public data members. Aside from that, a class should define an abstraction. Public variables or trivial setters and getters suggest that the design hasn't been thought through sufficiently, resulting in an agglomeration of weak abstractions that don't abstract much of anything. Instead of thinking about data, think about behavior: this class should do X, Y, and Z. From there, decide what internal data is needed to support the desired behavior. That's not easy at first, but keep reminding yourself that it's behavior that matters, not data.
Private member variables are preferred over public member variables, mainly for the reasons stated above (encapsulation, well-specified data, etc..). They also provide some data protection as well, since it guarantees that no outside entity can alter the member variable without going through the proper channel of a setter if need be.
Another benefit of getters and setters is that if you are using an IDE (like Eclipse or Netbeans), you can use the IDE's functionality to search for every place in the codebase where the function is called. They provide visibility as to where a piece of data in that particular class is being used or modified. Also, you can easily make the access to the member variables thread safe by having an internal mutex. The getter/setter functions would grab this mutex before accessing or modifying the variable.
I'm a proponent of abstraction to the point where it is still useful. Abstraction for the sake of abstraction usually results in a cluttered mess that is more complicated than its worth.
I've worked with complex rpgies and many games and i started to follow this rule of thumb.
Everything is public until a modification from outside can break something inside, then it should be encapsulated.(corner count in a triangle class for example)
I know info hiding principles etc but really don't follow that.
Public variables are usually discouraged, and the better form is to make all variables private and access them with getters and setters:
private int var;
public int getVar() {
return var;
}
public void setVar(int _var) {
var = _var;
}
Modern IDEs like Eclipse and others help you doing this by providing features like "Implement Getters and Setters" and "Encapsulate Field" (which replaces all direct acccesses of variables with the corresponding getter and setter calls).

Restricting access to methods of a class

I have a class A which has public methods and used by 100 other classes implemented in different applications. Now I want to make those public methods as private so that no new classes access them, but I want the existing client classes to still access them.
But I don't want to even touch those client classes , because the owners seldom allow even any ripple in their classes.
I checked
Can I access private members from outside the class without using friends?
C++: Is there a way to limit access to certain methods to certain classes without exposing other private members?
friend class with limited access
But all ( not all really ) demand a change in the client's code. The client code should not change.
One straight forward way is to make all those N classes friends , But I am somewhat not comfortable doing that. Is there any pattern or an acceptable technique ( not a hack please ) to achieve this access restriction?
Thank you and I apologize if this is a duplicate.
Classes in C++ are made friends in order to indicate an special intentional strong coupling between classes. This use of friend infact enhances Encapsulation rather than break it as maybe the popular feeling.
How?
Without friendship the only non-hack way to expose the functionality to other class would be to provide public, get and set member functions,this in fact breaks encapsulation because all classes(even those who don't need to) now have access to these methods and hence the members increasing the risk of potentially breaking down the class data.
Back to your situation, If you have a 100 classes which need access to this particular class, then you already had the right design in-place by having those methods as public. Now trying to make those methods private to future classes is a trying to hack your existing design, Your design does not support it.
Making the existing classes as friends does not ideally fit in the above mentioned criteria and hence is not a good choice for the scenario.
However, given the situation there is no other way in which you can implement this. Making the existing classes as friend and granting them the special access seems the only way. This is still bad because the 100 classes which only had access to the few methods will now have access to your entire class.
I think you can extract an interface of the A class (let it be IA) and make A to implement IA. You should not define those public methods in IA at all.
Then, old code will continue using A and will have access to A public methods, while new code will use restricted interface, that code would receive through some fabric .
Of cause, this can be unimplementable, if you need to (copy-)construct class, or smth like this, but I can't say it now without knowing the usage of class.
Also, you get a little overhead due to virtual functions

Private set / get functions -- Why private and how to use?

I've read a lot of guides that explain why I should use "private" and the answer is always "Because we don't want anyone else setting this as something". So, let me ask the following questions:
Assuming that I want to have a variable that is set-once (perhaps something like a character name in a video game, ask once, then it's set, and then you just use the get variable(edit:function) for the rest of the game) how do I handle that one set? How would I handle the get for this as well?
What is the actual advantage of using a private access modifier in this case? If I never prompt the user to enter the name again, and never store information back to class.name shouldn't the data remain safe (moderately, assuming code works as intended) anyways?
I hope someone will help me out with this as the explanations I've googled and seen on here have not quite put my thoughts to rest.
Thanks!
The access specifiers mainly serve to denote the class interface, not to effectively limit the programmer's access or protect things. They serve to prevent accidental hacking.
If something is set once, then you should try to set it when it is created, and make it const.
If the interface doesn't need to be especially clear (for example, if few people need to learn it) then it doesn't make sense to spend effort engineering it. Moreover changes that don't make much difference in how the interface is used can be applied later. The exposed variable can be changed to a getter/setter using simple search-and-replace.
If it were a published binary interface, then you would want to get it right the first time. But you're just talking about the internals of your program.
And it's fairly unlikely that anyone will reset the player name by accident.
I won't try to justify the private set method as that sounds a bit weird to me. You could handle the one set by using a friend declaration. But then why would you define a setter when the friend could just set the value directly?
I generally avoid setters if I can at all manage it. Instead I prefer provide facility to set member variables via the constructor. I am quite happy to provide getters if they make sense.
class player_character_t {
std::string name_;
public:
player_character_t(std::string const& name)
: name_ (name)
{
}
std::string const& name() const { return name_; }
};
This forces you to delay construction of the object until you have all the information you require. It simplifies the logic of your objects (ie they have a trivial state diagram) and means you never have to check is something is set before reading it (if the object exists, it is set properly).
http://en.wikipedia.org/wiki/State_diagram
Marking things as private helps prevent accidents. So when you make a mistake and it is no longer the case that the "code works as intended" the compiler may help you detect it. Likewise const can be a big help in detecting when you are using objects incorrectly.
It's that last parenthetical that is important: assuming code works as intended.
In my mind it's similar to permissions in Linux systems. You know the root password and you can delete any file, but you don't stay logged in as root so you don't do anything by accident. Similarly, when you have a private variable characterNameString, and someone (or you) later tries to give it a new value, it will fail. That person will have to go look at the code and see that it's marked private. That person will have to ask themselves "why is this private? Should I be modifying it? Should I be doing this another way?" If they decide they want to, then, they can. But it prevents silly mistakes.
Don't confuse the private and the public interfaces of the class. In theory these are completely different interfaces, and this is just a design feature of C++ that they're located physically in the same class declaration.
It's perfectly ok to have a public getter/setter when the object property should be exposed via the public interface, so there is no rule such as 'setter is always private'.
More on that topic in the (More) Exceptional C++ books by Herb Sutter. It's an absolutely neccessary reading for someone who wants to understand C++ and be proficient with it.
If you have doubts over deciding whether to use getter/setters over the class variables, there are numerous explanations on the internet why getters/setters are better.
If the variable is 'write once then forever read only' I'd recommend making it a const member that is initialized during construction. There's no value in a private 'setter' function because it won't be used. Also you avoid people using the setter function to set the name when it's never meant to be set.
For example:
class Player
{
private:
const std::string m_name;
public:
Player(const std::string& name) : m_name(name) {}
};
Private getters and setters all make sense when the data in question involves several variables, have additional constraints you want to make sure you adhere to, and these operations are done several times in your class. Or when you plan further modifications to the data model and wish to abstract operations on the data, like using std::vector but planning to make it std::map or similar cases.
For a personal example, I have a smart pointer implementation with a private reset(T*, int*) method that is essentially a setter for the stored object and its reference count. It handles checking validity of objects and reference counts, incrementing and decrementing reference counts, and deleting objects and reference counts. It is called eight times in the class, so it made perfect sense to put it into a method instead of just screwing around with member variables each time, slowing programming, bloating code and risking errors in the process.
I am sure private getters can also make sense if you are abstracting the data from the model and/or you have to implement error checking, for example throwing instructions if the data is NULL instead of returning NULL.

Access Control for objects

Is it Possible to limit the functionality of class to certain objects only (in C++). What that would mean is, suppose there are 10 methods in a class and this class has 10 objects. Is it possible to have object1 & object2 access only 3 functions.
Object3, object4,object5, object6 access 6 functions.
and rest of the objects access all functions?
I am trying to implement an access control system, where general users can see only some limited functionality. Previlaged users can have little bit more access and administrators have access to all functions.
One approach is to use inheritance, something like this:
class PublicFeatures
{
public:
// add some methods here;
};
class ProtectedFeatures:public PublicFeatures
{
public:
// add some more methods here;
};
class AdminFeatures:public ProtectedFeatures
{
public:
// add rest of the methods here;
};
In this case, we instantiate objects of any of three classes depending on the kind of access level we want. But what i am thinking is having just one class, and somehow restrict the access to some methods for that particular object.
Is it possible to do such a thing? or i have to follow a different approach for implementing access control?
As far as I know, no. This is part, however, of Aspect Oriented Programming research. I saw something like what you need in this book: Aspect Oriented Software Development.
The main issue you face is the lack of knowledge of "who is the caller" of your function. You could get along by requiring each caller to call your object's methods passing this as a form of authentication about itself. Far from perfect, but with this solution you can wrap each method in a pre-method doing the ACL.
Another alternative would be to declare your implementation class totally private in terms of methods, and define a "bodyguard" class, declared friend of the first. The bodyguard class performs the calls on behalf of the caller (which is the only one authorized to do, due to the friend declaration). You still have the problem of authentication, and you are basically wrapping the whole target class behind its bodyguard object.
Class member access levels don't really have anything to do with users and security restrictions. They're really just coding constructs, not something that you can use at runtime. The compiler is either going to allow or prevent you from calling a function when it compiles your code. If it compiles your program can be run, otherwise not. There's no meaningful way to add in any kind of conditionals or application logic.
But what I am thinking is having just one class, and somehow restrict the access to some methods for that particular object.
Yes, that's what you should do. The language won't help but you can just guard calls to the methods yourself. As in, don't even attempt to call an administrative method if the user is not an admin.
if (user.isAdministrator()) {
securityLogs.archiveAndDelete();
}
else {
throw SecurityException("You can't do that!");
}

How should I order the members of a C++ class?

Is it better to have all the private members, then all the protected ones, then all the public ones? Or the reverse? Or should there be multiple private, protected and public labels so that the operations can be kept separate from the constructors and so on? What issues should I take into account when making this decision?
I put the public interface first, but I didn't always do this. I used to do things backwards to this, with private, then protected, then public. Looking back, it didn't make a lot of sense.
As a developer of a class, you'll likely be well acquainted with its "innards" but users of the class don't much care, or at least they shouldn't. They're mostly interested in what the class can do for them, right?
So I put the public first, and organize it typically by function/utility. I don't want them to have to wade through my interface to find all the methods related to X, I want them to see all that stuff together in an organized manner.
I never use multiple public/protected/private sections - too confusing to follow in my opinion.
Google favors this order: "Typedefs and Enums, Constants, Constructors, Destructor, Methods, including static methods, Data Members, including static data members."
Matthew Wilson (Safari subscription required) recommends the following order: "Construction, Operations, Attributes, Iteration, State, Implementation, Members, and my favorite, Not to be implemented."
They offer good reasons, and this kind of approach seems to be fairly standard, but whatever you do, be consistent about it.
Coding style is a source for surprisingly heated conversation, with that in mind I risk providing a different opinion:
Code should be written so it is most readable for humans. I complete agree with this statement that was given here several times.
The deviation is which roll are we taking about.
To help the user of the class understand how to use it, one should write and maintain proper documentation. A user should never be needing to read the source code to be able to use the class. If this is done (either manually or using in-source documentation tools) then the order in which public and private class members are defined in the source does not matter for the user.
However, for someone who needs to understand the code, during code review, pull request, or maintenance, the order matters a great deal - the rule is simple:
items should be defined before they are used
This is neither a compiler rule not is it a strictly public v.s. private rule, but common sense - human readability rule. We read code sequentially, and if we need "juggle" back and forth every time we see a class member used, but don't know its type for example, it adversely affects the readability of the code.
Making a division strictly on private v.s. public violates this rule because private class members will appear after they have been used in any public method.
It's my opinion, and I would wager a guess that most people would agree, that public methods should go first. One of the core principles of OO is that you shouldn't have to care about implementation. Just looking at the public methods should tell you everything you need to know to use the class.
As always, write your code for humans first. Consider the person who will be using your class and place the most important members/enums/typedefs/whatever to them at the top.
Usually this means that public members are at the top since that's what most consumers of your class are most interested in. Protected comes next followed by privates. Usually.
There are some exceptions.
Occasionally initialisation order is important and sometimes a private will need to be declared before a public. Sometimes it's more important for a class to be inherited and extended in which case the protected members may be placed higher up. And when hacking unit tests onto legacy code sometimes it's just easier to expose public methods - if I have to commit this near-sin I'll place these at the bottom of the class definition.
But they're relatively rare situations.
I find that most of the time "public, protected, private" is the most useful to consumers of your class. It's a decent basic rule to stick by.
But it's less about ordering by access and more about ordering by interest to the consumer.
I usually define first the interface (to be read), that is public, then protected, then private stuff. Now, in many cases I go a step forward and (if I can handle it) use the PIMPL pattern, fully hiding all the private stuff from the interface of the real class.
class Example1 {
public:
void publicOperation();
private:
void privateOperation1_();
void privateOperation2_();
Type1 data1_;
Type2 data2_;
};
// example 2 header:
class Example2 {
class Impl;
public:
void publicOperation();
private:
std::auto_ptr<Example2Impl> impl_;
};
// example2 cpp:
class Example2::Impl
{
public:
void privateOperation1();
void privateOperation2();
private: // or public if Example2 needs access, or private + friendship:
Type1 data1_;
Type2 data2_;
};
You can notice that I postfix private (and also protected) members with an underscore. The PIMPL version has an internal class for which the outside world does not even see the operations. This keeps the class interface completely clean: only real interface is exposed. No need to argue about order.
There is an associated cost during the class construction as a dynamically allocated object must be built. Also this works really well for classes that are not meant to be extended, but has some short comings with hierarchies. Protected methods must be part of the external class, so you cannot really push them into the internal class.
I tend to follow the POCO C++ Coding Style Guide.
i think it's all about readability.
Some people like to group them in a fixed order, so that whenever you open a class declaration, you quickly know where to look for e.g. the public data members.
In general, I feel that the most important things should come first. For 99.6% of all classes, roughly, that means the public methods, and especially the constructor. Then comes public data members, if any (remember: encapsulation is a good idea), followed by any protected and/or private methods and data members.
This is stuff that might be covered by the coding standards of large projects, it can be a good idea to check.
In our project, we don't order the members according to access, but by usage. And by that I mean, we order the members as they are used. If a public member uses a private member in the same class, that private member is usually located in front of the public member somewhere, as in the following (simplistic) example:
class Foo
{
private:
int bar;
public:
int GetBar() const
{
return bar;
}
};
Here, the member bar is placed before the member GetBar() because the former is used by the latter. This can result in multiple access sections, as in the following example:
class Foo
{
public:
typedef int bar_type;
private:
bar_type bar;
public:
bar_type GetBar() const
{
return bar;
}
};
The bar_type member is used by the bar member, see?
Why is this? I dunno, it seemed more natural that if you encounter a member somewhere in the implementation and you need more details about that (and IntelliSense is screwed up again) that you can find it somewhere above from where you're working.
In practice, it rarely matters. It's primarily a matter of personal preference.
It's very popular to put public methods first, ostensibly so that users of the class will be able to find them more easily. But headers should never be your primary source of documentation, so basing "best practices" around the idea that users will be looking at your headers seems to miss the mark for me.
It's more likely for people to be in your headers if they're modifying the class, in which case they should care about the private interface.
Whichever you choose, make your headers clean and easy to read. Being able to easily find whatever info I happen to be looking for, whether I'm a user of the class or a maintainer of the class, is the most important thing.
It is really helpful to the folks that will use your class to list the public interface first. It's the part they care about and can use. Protected and private can follow along after.
Within the public interface, it's convenient to group constructors, property accessors and mutators, and operators in distinct groups.
Note that (depending on your compiler and dynamic linker), you can retain compatibility with previous versions of a shared library by only adding to the end of the class (i.e. to the end of the interface), and not removing or changing anything else. (This is true for G++ and libtool, and the three part versioning scheme for GNU/Linux shared libraries reflects this.)
There's also the idea that you should order members of the class to avoid wasted space due to memory alignment; one strategy is to order members from smallest to largest size. I've never done this either in C++ or C though.
Overall, your public interface should come before anything, because that's the main/only thing that users of your classes should be interested in. (Of course, in reality that doesn't always hold, but it's a good start.)
Within that, member types and constants are best first, followed by construction operators, operations, and then member variables.
Put the private fields first.
With modern IDEs, people don't read the class to figure out what it's public interface is.
They just use intellisence (or a class browser) for that.
If someone is reading through the class definition, it's usually because they want to understand how it works.
In that case, knowing the fields helps the most. It tells you what the parts of the object are.
binary compatibility
There are a few concrete reasons for the ordering of class members.
These have to do with binary compatibility.
Binary compatibility mainly affects changes to system DLLs and device drivers.
If you're not interested in these, ignore this answer.
Public members must go before private members.
This is so you can mix and change private members without affecting the location of public data.
New public members must go last.
This again avoids affecting the position of existing public members.
The same ordering applies to vtable members.
Apart from this there's no reason to not to follow your own/your colleagues' preferences.
Depends entirely on your preference. There is no "the right way".
When doing C++ in my own pet projects I personally keep convention that I put access modifier before each member or method declaration.