Get classes with at least two same access specifiers with ASTMatcher - c++

I need to catch cases in C++ code when there are two or more similar access specifiers in the class.
Let's say there are two classes
class A{
public:
int b;
public:
int a;
}
class B{
public:
int a;
}
How to match class A (because it has two 'public's) but not class B with ASTMatcher?

This matcher grabs the 'public' declaration:
accessSpecDecl(
isPublic(),
hasAncestor(cxxRecordDecl().bind("crd"))).bind("asd")
In the callback class, you can track the number of hits the matcher gets for a given struct declaration, for example with a std::map<string,int>:
struct report_public : public MatchCallback{
using map_t = std::map<string,int>;
using map_it = map_t::iterator;
map_t count;
void run(MatchResult const & result){
AccessSpecDecl const * asd = result.Nodes.getNodeAs<AccessSpecDecl>("asd");
CXXRecordDecl const * crd = result.Nodes.getNodeAs<CXXRecordDecl>("crd");
if(asd && crd){
string const struct_name = crd->getNameAsString();
map_it it = count.find(struct_name);
if(it != count.end()) count[struct_name]++;
else count[struct_name] = 1;
}
else { /* error handling */}
return;
} // run
}; // report_public

Related

Class method points to other method of other class

i was wondering if is possible make that a method of class points to another method of other class:
consider this:
// Class Foo:
class Foo
{
static int GetA(int a);
static int GetB(int b);
};
int Foo::GetA(int a)
{
return a * 2;
}
int Foo::GetB(int b)
{
return a * 4;
}
// Hooking class methods:
class HookFoo
{
static int HookGetA(int);
static int HookGetB(int);
};
int(HookFoo::*HookGetA)(int) = (int(HookFoo::*)(int))0x0; // (0x0 Memory address) or for example: &Foo::GetA;
int(HookFoo::*HookGetB)(int) = (int(HookFoo::*)(int))0x0; // (0x0 Memory address) or for example: &Foo::GetA;
I know it's possible do some like:
int(*NewHook)(int) = &Foo::GetA;
but how i can do for declare the methods into of a class?
Here is more or less what you tried to achieve (minimal, working example):
class Foo
{
public:
static int GetA(int a);
static int GetB(int b);
};
int Foo::GetA(int a)
{
return a * 2;
}
int Foo::GetB(int b)
{
return b * 4;
}
class HookFoo
{
public:
using FuncType = int(*)(int);
static FuncType HookGetA;
static FuncType HookGetB;
};
// Initialized with Foo::GetA
HookFoo::FuncType HookFoo::HookGetA = &Foo::GetA;
// nullptr'ed
HookFoo::FuncType HookFoo::HookGetB = nullptr;
int main() {
HookFoo::HookGetA(0);
}
For the methods in Foo are static, you can use a simple function pointer type to refer to them. You don't have to use (and can't use actually) a member function pointer in this case.
The using declaration helps to have a more readable code.
When you have correctly initialized your hooks, you can invoke them (thus the pointed functions) as you can see in the main.
I added a couple of visibility specifiers for your methods and data members were all private.
You can use function pointers.
Ex:
class A {
public:
static void say_hello() { cout << "Hello\n"; }
};
class B {
public:
static void(*hook)();
};
void(*B::hook)() = A::say_hello;
int main()
{
B::hook();
}
If you need to hook into functions at a specific address, use a function pointer. You can't reassign functions like that
// typedef your function pointers, it makes the syntax a lot easier
typedef int(*FHook)(int);
class HookFoo
{
static FHook HookGetA;
static FHook HookGetB;
};
// assign to address
FHook HookFoo::HookGetA = (FHook)0x1234;
FHook HookFoo::HookGetB = (FHook)0x5678;
Of course its your job to make sure the addresses are correct.
the explicit function pointer types would be as such:
class HookFoo
{
static int (*HookGetA)(int);
static int (*HookGetB)(int);
};
int (*HookFoo::HookGetA)(int) = (int(*)(int))0x1234;
int (*HookFoo::HookGetB)(int) = (int(*)(int))0x5678;

C++/CLI template wrapper round

I have a set of multiple C++ classes that have the same interface (not derived from each other though). I'm trying to wrap these to make them available in .NET.
I currently have a method that defines the wrapper class using C/C++ #defines and then I can subsequently instantiate classes with a simple line of code
However I can't debug this. Ideally I would like to be able to use a generic or a template. However I can't use a C++ type inside a generic which would be the ultimate way to solve this problem.
Has anyone any idea of how I can do this without using the dreaded macros?
EDIT:
OK Here is an example of the templated class I have written:
template< typename CPPResamplerClass >
ref class TResampler
{
CPPResamplerClass* pResampler;
public:
TResampler( int inputSampleRate, int outputSampleRate, int bufferLen ) :
pResampler( new CPPResamplerClass( inputSampleRate, outputSampleRate, bufferLen ) )
{
}
~TResampler()
{
this->!ResamplerName();
}
!TResampler()
{
if (pResampler)
{
delete pResampler;
pResampler = nullptr;
}
}
property int HistorySize
{
int get()
{
return pResampler->HistorySize();
}
}
array< float >^ ResampleAudio(array< float >^ in)
{
pResampler->Get
array< float >^ out = gcnew array< float >(in->Length);
cli::pin_ptr< float > pIn = &in[0];
cli::pin_ptr< float > pOut = &out[0];
unsigned int inLen = in->Length;
unsigned int outLen = out->Length;
if (pResampler->ResampleAudio(pOut, outLen, pIn, inLen))
{
System::Array::Resize(out, outLen);
return out;
}
return nullptr;
}
};
typedef TResampler< ::Vec::SpeexResample > SpeexResample;
I then want to access this from C# however SpeexResample does not exist. This could well be because I am using a typedef ...
Templates don't exist until they're instantiated. While you could instantiate one explicitly:
template ref class TResampler<SomeNativeClass>;
It wouldn't be exactly user-friendly to use from C#. The exported type will literally have angle brackets in its name. Good luck using that. In C# it's only doable through reflection.
The next best thing is to use derived types. Here's a minimal example:
#include "stdafx.h"
#include <iostream>
namespace CppCli {
class NativeClassA
{
int foo;
public:
NativeClassA(int foo) : foo(foo) { std::cout << "Built native class A" << std::endl; }
int getFoo() const { return foo; }
};
class NativeClassB
{
int foo;
public:
NativeClassB(int foo) : foo(foo) { std::cout << "Built native class B" << std::endl; }
int getFoo() const { return foo; }
};
template<typename NativeClass>
public ref class ManagedWrapper
{
NativeClass* ptr;
public:
ManagedWrapper(int foo)
: ptr(new NativeClass(foo))
{}
~ManagedWrapper()
{
this->!ManagedWrapper();
}
!ManagedWrapper()
{
if (ptr)
{
delete ptr;
ptr = nullptr;
}
}
property int Foo { int get() { return ptr->getFoo(); } }
};
public ref class ManagedWrapperA : ManagedWrapper<NativeClassA>
{
public:
ManagedWrapperA(int foo) : ManagedWrapper(foo) {}
};
public ref class ManagedWrapperB : ManagedWrapper<NativeClassB>
{
public:
ManagedWrapperB(int foo) : ManagedWrapper(foo) {}
};
};
Sure enough, ManagedWrapperA and ManagedWrapperB are visible from C#. Maybe you could macro these definitions and still get a decent debugging experience.

How to avoid typeid with better abstraction?

I am using typeid in my code, but it seems to me that the code can be cleaner if I avoid typeid.
If we want to store the type of the class, why would we choose an object-oriented language in the first place?
But I see this pattern over and over again and I do not know how to avoid it.
So I am thinking if this code can be written cleaner with a better abstraction?
Here is the code:
class A {
public:
string type;
};
template <typename T>
class B : public A {
public:
B() {
type = typeid(T).name();
}
};
class Registry {
private:
std::vector<A *> list;
public:
void append(A * a) {
int found = 0;
for (A * el : list) {
if (a->type == el->type) {
found = 1;
break;
}
}
if (!found)
list.push_back(a);
}
int size() {
return list.size();
}
};
int main(int argc, char **argv) {
Registry reg;
A * b_int1 = new B<int>();
A * b_int2 = new B<int>();
A * b_float = new B<float>();
reg.append(b_int1);
reg.append(b_int2);
reg.append(b_float);
cout << reg.size() << endl;
return 0;
}
The output is 2. (which is the expected result)
Basically we do not want to store two object of the same type in a list.
If you don't want visitors, but you'd like a quick RTTI, I'd suggest looking into this paper: http://www.stroustrup.com/fast_dynamic_casting.pdf
The idea is:
Each class is assigned a distinct prime number for it's own type (e.g., A::my_type = 2; B::my_type = 3)
Then each class is additionally assigned the product of its type and base class values if any (e.g., A::can_cast = A::my_type; B::can_cast = B::my_type * A::can_cast; )
This solves the is_same_dynamic(), is_base_dynamic() problems elegantly: former becomes ==, latter becomes %.
To check whether or not an object belongs to a class derived from a given class, one might use the dynamic_cast<T*> and compare the result with nullptr. Unfortunately, given that we need to check this fact to the unknown type, we are forced to implement such comparison method once per each descendant of class A, but this may be simplified using #define.
Summing up, I would probably write it like this:
#define TYPE_COMPARISON \
virtual bool compare(A* rhs) \
{ \
return dynamic_cast<decltype(this)>(rhs) != nullptr; \
}
class A {
public:
TYPE_COMPARISON
};
template <typename T>
class B : public A {
public:
TYPE_COMPARISON
};
class Registry {
private:
std::vector<A *> list;
public:
void append(A * a) {
int found = 0;
for (A * el : list) {
if (a->compare(el) && el->compare(a)) {
found = 1;
break;
}
}
if (!found)
list.push_back(a);
}
int size() {
return list.size();
}
};
Also, such method allows you to define whether or not a particular descendant class should be treated as being distinct with its parent.

Initializing many private variables in one line

I'm working on legacy code which looks like the following:
class Foo {
public:
Foo();
private:
bool a1, a2, a3 /*, ...*/, a50;
};
Foo::Foo() {
a1 = a2 = a3 /* = ... */ = a50 = false;
}
This is messy. Is there a way to default all private variables of the same time to a single value that's different from the above? I don't want to use an initializer list because there are so many variables.
I know the default constructor of bool assigns false - can this be leveraged?
There are many possible ways to do it, but all of them are very similar. Anyway you will assign each your variable using different forms.
The main method which I think the best is right assign all variables at your constructor line by line. May be its not compact, but it the most meaningful and you allways can easy look your variables default value:
Foo::Foo() {
a1 = false;
a2 = false;
/*...*/
a50 = false;
}
Another method is which you described, with assign operators:
Foo::Foo() {
a1 = a2 = a3 /* = ... */ = a50 = false;
}
And another one allows initialize variables right after constructor declaration:
Foo::Foo() :
a1(false),
a2(false),
/*...*/
a50(true)
{ }
If I forget any method write it to comments, please.
class Foo
{
private:
bool a1{}, a2{}, /*...,*/ a50{};
};
try with this
Foo::Foo (bool aa) : a1 (aa) , a2 (aa), a3 (aa),/*......*/a50(aa){}
You can have another class (in a separate header) which looks like following.
class myBool {
public:
myBool(int x = 1) { _m = x; }
operator bool() const { return 0 < _m; }
private:
int _m;
};
and in your file you can add following
#include "myBool.h"
#define bool myBool
This will initialize all of bool to default value you set in myBool. You may need to add some more methods to myBool class to use it as a full fledge data type. Above is the bare minimum to explain the answer.
Here is an alternative solution to the ones I've seen posted so far, in case it's useful to you.
Put the data you want to mass-initialize to a default false/0 value in its own struct:
struct MyData
{
bool a, b, c, d;
std::string e, f;
};
Now inherit (privately or otherwise) from this struct, and explicitly initialize it in the constructor's initialization list:
class MyClass : private MyData
{
public:
MyClass()
: MyData()
{
}
};
This sets all the bools to false, the strings are empty, any ints become 0, pointers become null, etc, etc
If you forget to put the struct explicitly in the initialization list, some of its members may be uninitialized.
Confirming that it always requires more work to be lazy in c++...
#include <iostream>
#include <utility>
template<class Tuple, std::size_t...Is>
void zero_out_impl(Tuple& t, std::index_sequence<Is...>)
{
using expand = bool[];
(void) expand { false, (std::get<Is>(t) = false)... };
}
template<class...Args>
void zero_out(std::tuple<Args...> t)
{
zero_out_impl(t, std::index_sequence_for<Args...>());
}
struct lots_of_bools {
lots_of_bools()
{
zero_out(std::tie(a,b,c,d,e,f,g,h,i,j));
}
private:
bool a,b,c,d,e,f,g,h,i,j;
};
auto main() -> int
{
lots_of_bools x;
return 0;
}
Here's another way - wrap the bool in a wrapper that default-constructs it.
#include <iostream>
struct auto_false
{
auto_false(bool initial = false) : value(initial) {};
operator bool() const { return value; }
operator bool& () { return value; }
private:
bool value;
};
struct lots_of_bools {
lots_of_bools()
{
}
bool value_of_f() const {
return f;
}
void set_f(bool val) {
f = val;
}
private:
auto_false a,b,c,d,e,f,g,h,i,j;
};
using namespace std;
auto main() -> int
{
lots_of_bools x;
cout << x.value_of_f() << endl;
x.set_f(true);
cout << x.value_of_f() << endl;
return 0;
}
output:
0
1

Create a new structure inside a class public method

Hello I am trying to create a new structure inside my class but i think there is an issue with public and private scope of some sort.
typedef struct Currency
{
Currency(Coin *coin, Currency *next, int _position) : _coin(coin), _next(next), _position(0) {}
Currency() : _next(NULL), _position(0) {}
Coin *_coin;
Currency *_next;
int _position;
};
that is my structure that is inside my public section of my class
and when I try to do this
if(location <= exit)
{
start = location + 11;
begin = response.find("label", start);
end = begin - start - 3;
findStrings(start, end, s, &response);
curr._next = new Currency();
}
it says Expected type specifier for the new Currency() call.
is there something i am missing or should structures not be used this way?
class Exchange
{
public:
typedef struct Badge
{
Badge(std::string id, Badge next, Badge prev, int length) : _id(id), _next(&next), _prev(&prev), _position(length) {}
Badge() : _id(""), _next(NULL), _prev(NULL), _position(0) {}
std::string _id;
Badge *_next;
Badge *_prev;
int _position;
};
typedef struct Currency
{
Currency(Coin *coin, Currency *next, int _position) : _coin(coin), _next(next), _position(0) {}
Currency() : _next(NULL), _position(0) {}
Coin *_coin;
Currency *_next;
int _position;
};
/* constructor and destructor */
Exchange();
Exchange(std::string str);
~Exchange();
/* Assignment operator */
Exchange& operator =(const Exchange& copyExchange);
void parseTradePairs(Currency curr, const std::string response, int begin, int exit);
private:
std::string _exch;
Currency *_currencies;
Badge *_ident;
};
endif
^ that is in the class header
Exchange::Exchange()
{
_exch = "";
}
Exchange::Exchange(std::string str)
{
_exch = str;
_ident = new Badge;
_currencies = new Currency;
std::string pair;
std::string response;
CURL *curl;
getTradePairs(curl, response);
int exit = response.find_last_of("marketid");
parseTradePairs(*_currencies, response, 0, exit);
}
void parseTradePairs(Exchange::Currency curr, std::string response, int begin, int exit)
{
int start;
int end;
string s;
int location = response.find("marketid", begin);
if(location <= exit)
{
start = location + 11;
begin = response.find("label", start);
end = begin - start - 3;
findStrings(start, end, s, &response);
curr._next = new Currency();
}
}
^that is in the class cpp obviously.
Your function definition in the .cpp isn't related to the Exchange class. You'll need to write:
void Exchange::parseTradePairs
(Exchange::Currency curr, std::string response, int begin, int exit)
{
// ...
}
Also: Anywhere outside your class scope you'll need to use Exchange::Currency to access the type.
If you're instantiating Currency within a method of the class, then this should work fine.
But if you're instantiating Currency elsewhere, you'll need to scope it with the class' name.
I.e. ClassName::Currency
Of course Currency needs to be visible in the scope that you do that, and making it public should take care of that.
(Note: This not an answer to edited question, downvote to request deletion... :-)
One issue is this:
typedef struct Currency {
};
It compiles, but C++ compiler should say something like warning: 'typedef' was ignored in this declaration (and if it does not, enable warning!). You should use one of these:
struct Currency {
}; // type 'struct Currency' With implicit typedef in C++
which in C++ is essentially same as:
typedef struct Currency {
} Currency; // explicit typedef
or
typedef struct {
} Currency; // anonumous struct With typedef type name
It is generally best to use the first form in C++. There may be subtle differences in some corner cases, so keep things simple.
C does not do the implicit typedef, so 2nd or 3rd form are sometimes used to avoid needing to use struct keyword everywhere. This is good to know because many libraries have same .h files for both C and C++.