C++ Multiple definitons of member function, based on enum template argument - c++

Consider this code:
template<typename T, SomeEnum mode> struct TC{
T data;
//...
void doStuff();
};
can "doStuff" have more than one definitions based on the the enum value set for the template?
TC<int, SomeEnum::MODE_1> tc1; tc.doStuff(); //do some stuff
TC<int, SomeEnum::MODE_2> tc2; tc.doStuff(); //do some other stuff
(I don't mean save "mode" and make a branch on it but actually multiple definitions.)

You can do tag dispatch. Just provide an overload for each packaged value of the enum:
template<typename T, SomeEnum mode> struct TC{
T data;
//...
template<SomeEnum v>
using tag_type = std::integral_constant<SomeEnum, v>;
void reallyDoStuff(tag_type<SomeEnum::MODE_1>);
void reallyDoStuff(tag_type<SomeEnum::MODE_2>);
void doStuff() { reallyDoStuff(tag_type<mode>{}); }
};
Because the member functions of a class template won't be instantiated unless used, you'd only instantiate one definition of reallyDoStuff (the proper one) for every instance of TC.
When in doubt, prefer function template overloading to specialization. It's usually the superior alternative.

This is, in general, what template specialization is for. If you don't know what template specializations are, you need to read your C++ book first, before reading the rest of my answer.
The only stumbling block here is that individual class methods cannot be specialized, the entire class must be specialized. But there are common approaches around that, such as the following.
Define your member function as just a function call wrapper to a helper template class, like this:
template<typename T, SomeEnum mode> void TC::doStuff()
{
doStuff_helper<T, mode>::doStuff(*this);
}
That's your actual doStuff(). The actual code goes into the helper class.
Define the helper class template as follows (you will need to properly use forward declarations, and other such miscellanea, of course):
template<typename T, SomeEnum mode> class doStuff_helper {
public:
static void doStuff(TC<T, mode> &me)
{
// ...
}
};
Everything that your original class method did, can now be done here, with some obvious differences. This not the actual method of the original class, any more. So, instead of the original this, you have the me reference here to use. And because this is not the actual class method, there will be the usual issues with accessing private or protected class members. But these are minor details that are easily solved on their own merits. The point is that what you can do now, is specialize the whole thing:
template<typename T> class doStuff_helper<T, MODE_VALUE> {
public:
static void doStuff(TC<T, MODE_VALUE> &me)
{
// ...
}
};
This doStuff() can now be something completely different. This is the general approach for turning class methods specializations, which are not allowed, into ordinary, garden variety, class specialization.
There are further refinements on this general approach that are frequently used. One such refinement would be to have this factored out doStuff() itself be nothing more than a wrapper and a method call to me, with the general and the specialized versions invoking different methods in the original template class.
Once you then work out what happens here, with a piece of paper and a pencil, you will discover that what it ends up doing is turning a single call to the original doStuff() class method into calling two different class methods (which would typically be private), depending on the parameter to the original template class. And those two different class methods would essentially be your two different versions of doStuff() that you wanted to have originally, with only the appropriate method being used depending on the template parameter.

Related

Is std::iterator inherints from a sort of auto_ptr?

I am a beginner in STL. I'm trying to code a toystl to learn STL. When I code about iterator, I'm puzzled if I should code a simple auto_ptr first and inherint from it.
I wrote a base class called iterator. And now it works like this,
struct iterator{};
template <class T>
struct vector_itorater: public toystl::iterator<toystl::random_access_iterator_tag, T>{};
If i need another base class works like a "auto_ptr"? just like this
// firstly define a sort of auto_ptr as base class
struct auto_ptr{};
// secondly inherint from auto_ptr
template <class T>
struct vector_itorater: public auto_ptr{};
Does this work? Or does STL do it like this?
I think you mixed up runtime polymorphy and compile time polymorphy. When the compiler instantiates a template, it cares about its visible interface of the concrete object. It does not care if this object has a inheritance relationship with other classes, it will pass as long as the concrete object can be used within the concrete context.
template <class C>
void foo(const C& bar)
{
// at the time of writing we don't know anything of C,
// only that it has a callable baz member (either a
// member function or a member with a call operator).
// This works, since the compiler knows the exact type
// during template instantiation, but we don't have to
// care in advance.
bar.baz();
}
struct X
{
void baz() const;
};
void grml()
{
X x;
// The compiler fills in X as the template type
// parameter for us. So the compiler creates a
// void foo<X>(const X&) function for us.
foo(x);
}
In this example when the compiler sees the template, it has no clue how this template will be called later. Only once the template gets instantiated (used), the compiler then will check if the passed type is suitable for this template.
Here it is not needed to have a common base class to derive every possible implementation from. The STL uses templates in order to avoid to use such base classes, since they give you a burden on your design later, and if you have virtual members in the base to override, you can get a serious performance penalty.

Is the only way to "polymorphically" declare a member of a non-specialized template type, by defining a base class?

Suppose we have a templated class,
template<typename Type>
class Container {};
Of course, we can't do this:
struct Foo
{
Container _container;
}
But what if we wanted to do something like it? Is the only way to do this, to define a base class,
class ContainerBase {};
template<typename Type>
class Container : public ContainerBase {};
and store a pointer, like below?
struct Foo
{
ContainerBase* _container;
}
It's simple enough, but it feels weird to have to add a base class solely for that reason, when it seems the compiler should have enough information to imply a set of related specializations. Of course, regardless _container needs to be a pointer, else Foo couldn't resolve to a static size, but
struct Foo
{
Container* _container;
}
doesn't work either.
it seems the compiler should have enough information to imply a set of related specializations.
Nope. Template specializations are totally unrelated except in name, and the name of a type has essentially no bearing on runtime operation. Specializations of a given template usually share a (mostly) common interface, but they could just as well be completely different.
Adding a base class is essential if you want to relate between the specializations. And if they share so much in common, factoring that functionality into the base is a pretty great idea.

Fully specialized class as template function parameter

I have written two different container classes, which have the same interface but use different member data and algorithms to operate on their members. I also have a template function that takes a container and does some useful calculation:
class Container1
{
// implementation here
};
class Container2
{
// implementation here
};
template<typename ContainerType>
void my_function(ContainerType const& container, /* other parameters */)
{
// ...
}
What bothers me is the fact that 'my_function' should only accept Container1 or Container2, but this is not expressed by the code, since ContainerType can be any type. The function is templated by container type since it does the same thing no matter what is the internal implemetation of container.
I am considering a variant where Container1 and Container2 would be full specializations of a template class. Then I could be more specific about the argument of my_function:
template<typename T>
class Container;
// Tags to mark different container types
struct ContainerType1 { };
struct ContainerType2 { };
template<>
class Container<ContainerType1>
{
// implementation
};
template<>
class Container<ContainerType2>
{
// implementation
};
template<typename T>
void my_function(Container<T> const& container, /* other parameters */)
{
}
In the first case, the compilation with a wrong template parameter will fail if 'ContainerType' does not have the interface required by my_function, which is not very informative. In the second case, I would also get a compiler error (failed template parameter deduction) if I supply anything else than Container<ContainerType1> or Container<ContainerType2>, but I like it better since it provides a hint about what kind of template parameter is expected.
What are you thoughts about this? Is it a good design idea or not? Do you think it is worth the change in the code? There are many other functions like my_function in the code and sometimes it is not obvious what kind of template parameters they expect. What are my other options to make my_function more specific? I am aware the existence of Boost Concept Check Library.
For the sake of argument, let's suppose that I don't want to solve the problem by using inheritance and virtual functions.
In case it is relevant to the discussion, the common interface of Container1 and Container2 is imposed by using CRTP. There might be more container classes in the future.
There are a few solutions to this kind of problem.
Your solution (implementing your types as a template specialization) is one, but one I don't particularly like.
Another is the CRTP:
template<typename T>
struct Container {
// optional, but I find it helpeful
T* self() { return static_cast<T*>(this); }
T const* self() const { return static_cast<T const*>(this); }
// common code between every implementation goes here. It accesses itself through self(), never this
};
class ContainerType1: public Container<ContainerType1> {
// more details
};
class ContainerType2: public Container<ContainerType2> {
// more details
};
that is the core of the CRTP.
Then:
template<typename T>
void my_function(Container<T> const& container_, /* other parameters */)
{
T const& container = *(container.self());
}
and bob is your uncle. As a bonus, this provides a place to put common code.
Another option is a tag traits class that marks the types you want to support, like iterator_traits.
template<typename T>
struct is_container : std::false_type {};
template<>
struct is_container<ContainerType1> : std::true_type {};
template<>
struct is_container<ContainerType2> : std::true_type {};
you can even do SFINAE style pattern matching to detect a base type (like how iterators work).
Now your method can test on is_container<T>::value, or do tag dispatching on is_container<T>{}.
I think your first version is do-able.
At the end of the day, you always have to choose the optimum approach. Second one may look like an overkill although it gets the point across.
If you Container classes will both have a common function (let's say Container1::hasPackage() or Container2::hasPackage() and you choose to call it within my_function then it straight away puts your point across that the eligibility to call it is that function itself. After going through many such projects you will start reading the templates in a reverse manner - starting from the template definition - to see what least properties are needed qualify a particular class.
Having said all this, perhaps your question was more suited for Code Review
One example I created on ideone was using your classes but adding a member variable name to them both which is expected by my_function. Of course there may be classes that will support name but the developer may also burn his fingers a few times to realize the idea behind the function.

Template class with no use of template argument

I have stumbled many times on classes defined like
class PureVirtualClass
{
virtual int foo() = 0;
virtual bool bar() = 0;
}
template <class T> class ImplClass : public virtual PureVirtualClass
{
virtual ~ImplClass(){};
int foo() { return 42;}
bool bar() { return true;}
//several other method having nothing to do with T
}
This "design" appears so often I want to think the original developer knew what he was doing by defining ImplClass as template class but without any reference to the template argument T anywhere. My own c++ template knowledge is kinda limited.
Is there a benefit to this or is it just a confused programmer?
There can be a benefit for classes being templated but not depending on the argument. Most often you see such things to define (empty) tag-structures for template metaprogramming:
template <class X>
struct some_tag {};
The benefit of classes like yours in general is that while you have the same functionality in each class, they are different classes and you can't copy one into the other, i.e. an object of type ImplClass<int> is not compatible with another object of type ImplCalss<float>.
There are many useful cases of the idea mentioned by Arne. For instance, looking at Very basic tuple implementation, this is how a single tuple element is defined:
template <size_t N, typename T>
class TupleElem
{
T elem;
public:
T& get() { return elem; }
const T& get() const { return elem; }
};
It is templated on N, without depending on it. Why? Because the tuple implementation
template <size_t... N, typename... T>
class TupleImpl <sizes <N...>, T...> : TupleElem <N, T>...
{
//..
};
derives multiple such elements, each with a unique N, serving as an identifier. Without it, TupleImpl would be deriving the same class twice, had two element types been identical within parameter pack T.... Neither random access to elements would work in this case (via an explicit call of function get() of the appropriate TupleElem base class, which would be ambiguous), nor empty base optimization (via specializing TupleElem for empty types T to not have a data member of type T).
This is a real use case, and exactly how std::tuple is implemented by clang. Of course, a class like TupleElem would be a hidden implementation detail, and not part of the interface. For instance, gcc follows an entirely different recursive class design.
In general, you will need to study the context where classes are used to understand the intent of the designer.
maybe that developer simply is too lazy to split the classes into .h and .cpp files?
Without using templates, linker errors would occur if the classes are used in multiple compilations units. When using templates, the linker usually discards duplicate instantiations of a template at link time (or handles the problem in a different way).
While this may be an answer to "why did the developer do this", I would not recommend this if the question was "when should I introduce template arguments which are never used" (see the other answers for this). Even though it is annoying to split code into .h and .cpp (especially when used to languages like Java or C#), it's the usual C++ way. And it is definitely easier to read/understand than using templates only for this purpose. Also, it makes the use of the classes less readable.

Call function of template class created at runtime

I have a tricky question about C++(11) template classes and their instantiation with types determined at runtime:
Following scenario:
The user defines the type of a template class using a config file (ROS parameters). This determines only the type of the template class, not the further logic:
Class definition:
template<typename T>
class MyClass {
//[...]
}
Exemplary code:
/* [Read parameter and write result to bool use_int] */
std::unique_ptr<MyClass> myclassptr {nullptr};
if(use_int) {
myclassptr.reset(MyClass<int>);
} else {
myclassptr.reset(MyClass<double>);
}
myclassptr->foobar();
/* [more code making use of myclassptr] */
So this code is (of course) not compiling, because the unique_ptr template must be specified also with the template type. However, then the problem arises that the template type must be the same for all objects assigned using reset.
One ugly solution would be to copy the code myclassptr->foobar(); and the following into each branch of if/else, which I really don't like.
I would like to see a solution similar to this:
/* [Read parameter and write result to bool use_int] */
MyClass<use_int ? int : double> myclass;
myclass.foobar();
What I have read so far is that something like this is also not possible.
Does anybody have a nice solution for this?
The simplest way to do this is:
class IClass{
virtual ~IClass {}
virtual void foobar()=0;
};
template<typename T>
class MyClass:public IClass {
public:
void foobar() override {
// code here
}
};
std::unique_ptr<IClass> myclassptr {};
if(use_int) {
myclassptr.reset(new MyClass<int>());
} else {
myclassptr.reset(new MyClass<double>());
}
myclassptr->foobar();
boost::variant would be another solution, but is usually used for unrelated types. Type erasure could be done, but again that is usually done when you have unrelated types you want to impose a uniform interface on.
In other languages generics look sort of like templates, but are actually an abstract interface with auto-generated typecasting and some typechecking added. C++ templates are function or class compile time factories. Two outputs of such factories are unrelated at runtime by default, and you can add such relations if you want.
Depending on what you want, you can make MyClass a variant type that holds either an int or a double, or you could use type erasure to hide the implementation behind an interface. The Boost.Variant library can help to implement the former.