dynamic_cast or redundancy? - c++

In my system low hiearchy objects talk to the high hiearchy object via calling function of the +1 level hiearchy object, which calls a function of the +1 level hiearchy object, etc etc etc, until the function calling stops at the recipent.
There is a Message abstract class, and there are lots of derivated classes, which hold different kinds of datas.
Like:
FruitMessage: string, int
CoordinateMessage: float, float, float
etc etc
And those methods I mentioned before want Message objects so this chaincalling is done through one kind of method instead of creating methods for all of the Message types.
The problem comes, when the recipent receives the Message object.
The recipent wants to know what's in that message, so it can process receives message as the message type requires it.
(like it decreases the integer by 1 in FruitMessages, divides the coordinates in CoordinateMessages, etc.)
Currently I have two ideas, but maybe none of them is correct and I should use a third one. (tell me please)
The recipent dynamic_casts it while it doesn't the correct type.
Message has an enum field called MessageType, which is initalized in the derived class' constructor to the correct value, so the recipent just uses a switch-case during the process.
My question is that is it worth the redundancy?
dynamic_cast is slower than the integer check
but every time I create a new Message class I have to create a new enum value.
What should I do?

Both ways are OK. Redundancy vs speed is very common problem in Software development.
I would choose dynamic_cast as redundancy is the first step to bugs, but it's really up to you and depends on your performance requirements.
I saw very similar problem while working with Akka, they usually use dynamic_cast (I mean java/scala analogues)

I would recommend using the typeid operator to check the type of the message. This way, you avoid repeatedly calling dynamic_cast until you get the correct type.
void process_message(Message const& msg) {
if (typeid(msg) == typeid(FruitMessage)) {
auto& fruit_msg = static_cast<FruitMessage const&>(msg);
…
}
}
Even better, you could use the C++17 std::any container type. An any object can be copied around like a non-polymorphic value, and does not require the use of a virtual base class. If you don't have access to a C++17 library implementation, you could use boost::any instead.
void process_message(std::any const& msg) {
if (msg.type() == typeid(FruitMessage)) {
auto fruit_msg = std::any_cast<FruitMessage>(msg);
…
}
}
As for whether using an enum field would be faster than typeid or any, you'll have to do the benchmarking yourself.

Related

Vector of pointers to base type, find all instances of a given derived type stored in a base type

Suppose you have a base class inside of a library:
class A {};
and derived classes
class B: public A {};
class C: public A {};
Now Instances of B and C are stored in a std::vector of boost::shared_ptr<A>:
std::vector<boost::shared_ptr<A> > A_vec;
A_vec.push_back(boost::shared_ptr<B>(new B()));
A_vec.push_back(boost::shared_ptr<C>(new C()));
Adding instances of B and C is done by a user, and there is no way to determine in advance the order, in which they will be added.
However, inside of the library, there may be a need to perform specific actions on B and C, so the pointer to the base class needs to be casted to B and C.
I can of course do "trial and error" conversions, i.e. try to cast to Band C(and any other derivative of the base class), until I find a conversion that doesn't throw. However, this method seems very crude and error-prone, and I'm looking for a more elegant (and better performing) way.
I am looking for a solution that will also work with C++98, but may involve boost functionality.
Any ideas ?
EDIT:
O.k., thanks for all the answers so far!
I'd like to give some more details regarding the use-case. All of this happens in the context of parametric optimization.
Users define the optimization problem by:
Specifying the parameters, i.e. their types (e.g. "constrained double", "constrained integer", "unconstrained double", "boolean", etc.) and initial values
Specifying the evaluation function, which assigns one or more evaluations (double values) to a given parameter set
Different optimization algorithms then act on the problem definitions, including their parameters.
There is a number of predefined parameter objects for common cases, but users may also create their own parameter objects, by deriving from one of my base classes. So from a library perspective, apart from the fact that the parameter objects need to comply with a given (base-class) API, I cannot assume much about parameter objects.
The problem definition is a user-defined C++-class, derived from a base-class with a std::vector interface. The user adds his (predefined or home-grown) parameter objects and overloads a fitness-function.
Access to the parameter objects may happen
from within the optimization algorithms (usually o.k., even for home-grown parameter objects, as derived parameter objects need to provide access functions for their values).
from within the user-supplied fitness function (usually o.k., as the user knows where to find which parameter object in the collection and its value can be accessed easily)
This works fine.
There may however be special cases where
a user wants to access specifics of his home-grown parameter types
a third party has supplied the parameter structure (this is an Open Source library, others may add code for specific optimization problems)
the parameter structure (i.e. which parameters are where in the vector) may be modified as part of the optimization problem --> example: training of the architecture of a neural network
Under these circumstances it would be great to have an easy method to access all parameter objects of a given derived type inside of the collection of base types.
I already have a templated "conversion_iterator". It iterates over the vector of base objects and skips those that do not comply with the desired target type. However, this is based on "trial and error" conversion (i.e. I check whether the converted smart pointer is NULL), which I find very unelegant and error-prone.
I'd love to have a better solution.
NB: The optimization library is targetted at use-cases, where the evaluation step for a given parameter set may last arbitrarily long (usually seconds, possibly hours or longer). So speed of access to parameter types is not much of an issue. But stability and maintainability is ...
There’s no better general solution than trying to cast and seeing whether it succeeds. You can alternatively derive the dynamic typeid and compare it to all types in turn, but that is effectively the same amount of work.
More fundamentally, your need to do this hints at a design problem: the whole purpose of a base class is to be able to treat children as if they were parents. There are certain situations where this is necessary though, in which case you’d use a visitor to dispatch them.
If possible, add virtual methods to class A to do the "specific actions on B and C".
If that's not possible or not reasonable, use the pointer form of dynamic_cast, so there are no exceptions involved.
for (boost::shared_ptr<A> a : A_vec)
{
if (B* b = dynamic_cast<B*>(a.get()))
{
b->do_something();
}
else if (C* c = dynamic_cast<C*>(a.get()))
{
something_else(*c);
}
}
Adding instances of B and C is done by a user, and there is no way to determine in advance the order, in which they will be added.
Okay, so just put them in two different containers?
std::vector<boost::shared_ptr<A> > A_vec;
std::vector<boost::shared_ptr<B> > B_vec;
std::vector<boost::shared_ptr<C> > C_vec;
void add(B * p)
{
B_vec.push_back(boost::shared_ptr<B>(p));
A_vec.push_back(b.back());
}
void add(C * p)
{
C_vec.push_back(boost::shared_ptr<C>(p));
A_vec.push_back(c.back());
}
Then you can iterate over the Bs or Cs to your hearts content.
I would suggest to implement a method in the base class (e.g. TypeOf()), which will return the type of the particular object. Make sure you define that method as virtual and abstract so that you will be enforced to implement in the derived types. As for the type itself, you can define an enum for each type (e.g. class).
enum class ClassType { ClassA, ClassB, ClassC };
This answer might interest you: Generating an interface without virtual functions?
This shows you both approaches
variant w/visitor in a single collection
separate collections,
as have been suggested by others (Fred and Konrad, notably). The latter is more efficient for iteration, the former could well be more pure and maintainable. It could even be more efficient too, depending on the usage patterns.

Alternate ways to identify polymorphic objects?

I've been searching all through the web and I seem to not find any alternate way of doing comparing if two polymorphic objects are the same type, or if a polymorphic object IS a type. The reason for this is because I am going to implement a Entity System inside of my game that I am currently creating.
I have not found another way of doing this other than with the use macros or a cast (the cast not being a portable method of doing so). Currently this is how I am identifying objects, is there a more efficient or effective way of doing this? (without the use of C++ RTTI)
I pasted it on pastebin, since pasting it here is just too much of a hassle.
http://pastebin.com/2uwrb4y2
And just incase you still do not understand exactly what I'm trying to achieve, I'll try to explain it. An entity in a game is like an object inside of the game (e.g. a player or enemy), it have have components attached to it, these components are data for an entity. A system in the entity system is what brings the data and logic of the game together.
For example, if I wanted to display a model up on the screen it would be similar to this:
World world; // Where all entities are contained
// create an entity from the world, and add
// some geometry that is loaded from a file
Entity* e = world.createEntity();
e->add(new GeometryComponent());
e->get<GeometryComponent>()->loadModel("my_model.obj"); // this is what I want to be able to do
world.addSystem(new RenderingSystem());
// game loop
bool isRunning = true;
while(isRunning)
{
pollInput();
// etc...
// update the world
world.update();
}
EDIT:
Here's a framework, programmed in Java, that does mainly what I want to be able to do.
http://gamadu.com/artemis/tutorial.html
See std::is_polymorphic. I believe boost has it too.
If T is a polymorphic class (that is, a class that declares or inherits at least one virtual function), provides the member constant value equal true. For any other type, value is false.
http://en.cppreference.com/w/cpp/types/is_polymorphic
Edit:
Why can't you just do this in your example?
Entity* e = world.createEntity();
GemoetryComponent* gc = new GeometryComponent();
gc->loadModel("my_model.obj");
e->add(gc);
Create the structure before stripping the type information.
If you're determined not to use C++'s built-in RTTI, you can reimplement it yourself by deriving all classes from a base class that contains a virtual method:
class Base {
public:
virtual string getType() = 0;
};
Then every derived class needs to overload this method with a version that returns a distinct string:
class Foo : public Base {
public:
string getType() { return "Foo"; }
};
You can then simply compare the results of calling getType() on each object to determined if they are the same type. You could use an enumeration instead of a string if you know up front all the derived classes that will ever be created.
Entity* e = world.createEntity();
e->add(new GeometryComponent());
e->get<GeometryComponent>()->loadModel("my_model.obj");
// this is what I want to be able to do
First the simple: there is a base type to all of the components that can be added, or else you would not be able to do e->add(new GeometryComponent()). I assume that this particular base has at least one virtual function, in which case the trivial solution is to implement get as:
template <typename T>
T* get() {
return dynamic_cast<T*>(m_component); // or whatever your member is
}
The question says that you don't want to use RTTI, but you fail to provide a reason. The common misundertandings are that RTTI is slow, if that is the case, consider profiling to see if that is your case. In most cases the slowness of dynamic_cast<> is not important, as dynamic_casts should happen rarely on your program. If dynamic_cast<> is a bottleneck, you should refactor so that you don't use it which would be the best solution.
A faster approach, (again, if you have a performance bottleneck here you should redesign, this will make it faster, but the design will still be broken) if you only want to allow to obtain the complete type of the object would be to use a combination of typeid to tests the type for equality and static_cast to perform the downcast:
template <typename T>
T* get() {
if (typeid(*m_component)==typeid(T))
return static_cast<T*>(m_component);
else
return 0;
}
Which is a poor man's version of dynamic_cast. It will be faster but it will only let you cast to the complete type (i.e. the actual type of the object pointed, not any of it's intermediate bases).
If you are willing to sacrifice all correctness (or there is no RTTI: i.e. no virtual functions) you can do the static_cast directly, but if the object is not of that type you will cause undefined behavior.

Why bother with virtual functions in c++?

This is not a question about how they work and declared, this I think is pretty much clear to me. The question is about why to implement this?
I suppose the practical reason is to simplify bunch of other code to relate and declare their variables of base type, to handle objects and their specific methods from many other subclasses?
Could this be done by templating and typechecking, like I do it in Objective C? If so, what is more efficient? I find it confusing to declare object as one class and instantiate it as another, even if it is its child.
SOrry for stupid questions, but I havent done any real projects in C++ yet and since I am active Objective C developer (it is much smaller language thus relying heavily on SDK's functionalities, like OSX, iOS) I need to have clear view on any parallel ways of both cousins.
Yes, this can be done with templates, but then the caller must know what the actual type of the object is (the concrete class) and this increases coupling.
With virtual functions the caller doesn't need to know the actual class - it operates through a pointer to a base class, so you can compile the client once and the implementor can change the actual implementation as much as it wants and the client doesn't have to know about that as long as the interface is unchanged.
Virtual functions implement polymorphism. I don't know Obj-C, so I cannot compare both, but the motivating use case is that you can use derived objects in place of base objects and the code will work. If you have a compiled and working function foo that operates on a reference to base you need not modify it to have it work with an instance of derived.
You could do that (assuming that you had runtime type information) by obtaining the real type of the argument and then dispatching directly to the appropriate function with a switch of shorts, but that would require either manually modifying the switch for each new type (high maintenance cost) or having reflection (unavailable in C++) to obtain the method pointer. Even then, after obtaining a method pointer you would have to call it, which is as expensive as the virtual call.
As to the cost associated to a virtual call, basically (in all implementations with a virtual method table) a call to a virtual function foo applied on object o: o.foo() is translated to o.vptr[ 3 ](), where 3 is the position of foo in the virtual table, and that is a compile time constant. This basically is a double indirection:
From the object o obtain the pointer to the vtable, index that table to obtain the pointer to the function and then call. The extra cost compared with a direct non-polymorphic call is just the table lookup. (In fact there can be other hidden costs when using multiple inheritance, as the implicit this pointer might have to be shifted), but the cost of the virtual dispatch is very small.
I don't know the first thing about Objective-C, but here's why you want to "declare an object as one class and instantiate it as another": the Liskov Substitution Principle.
Since a PDF is a document, and an OpenOffice.org document is a document, and a Word Document is a document, it's quite natural to write
Document *d;
if (ends_with(filename, ".pdf"))
d = new PdfDocument(filename);
else if (ends_with(filename, ".doc"))
d = new WordDocument(filename);
else
// you get the point
d->print();
Now, for this to work, print would have to be virtual, or be implemented using virtual functions, or be implemented using a crude hack that reinvents the virtual wheel. The program need to know at runtime which of various print methods to apply.
Templating solves a different problem, where you determine at compile time which of the various containers you're going to use (for example) when you want to store a bunch of elements. If you operate on those containers with template functions, then you don't need to rewrite them when you switch containers, or add another container to your program.
A virtual function is important in inheritance. Think of an example where you have a CMonster class and then a CRaidBoss and CBoss class that inherit from CMonster.
Both need to be drawn. A CMonster has a Draw() function, but the way a CRaidBoss and a CBoss are drawn is different. Thus, the implementation is left to them by utilizing the virtual function Draw.
Well, the idea is simply to allow the compiler to perform checks for you.
It's like a lot of features : ways to hide what you don't want to have to do yourself. That's abstraction.
Inheritance, interfaces, etc. allow you to provide an interface to the compiler for the implementation code to match.
If you didn't have the virtual function mecanism, you would have to write :
class A
{
void do_something();
};
class B : public A
{
void do_something(); // this one "hide" the A::do_something(), it replace it.
};
void DoSomething( A* object )
{
// calling object->do_something will ALWAYS call A::do_something()
// that's not what you want if object is B...
// so we have to check manually:
B* b_object = dynamic_cast<B*>( object );
if( b_object != NULL ) // ok it's a b object, call B::do_something();
{
b_object->do_something()
}
else
{
object->do_something(); // that's a A, call A::do_something();
}
}
Here there are several problems :
you have to write this for each function redefined in a class hierarchy.
you have one additional if for each child class.
you have to touch this function again each time you add a definition to the whole hierarcy.
it's visible code, you can get it wrong easily, each time
So, marking functions virtual does this correctly in an implicit way, rerouting automatically, in a dynamic way, the function call to the correct implementation, depending on the final type of the object.
You dont' have to write any logic so you can't get errors in this code and have an additional thing to worry about.
It's the kind of thing you don't want to bother with as it can be done by the compiler/runtime.
The use of templates is also technically known as polymorphism from theorists. Yep, both are valid approach to the problem. The implementation technics employed will explain better or worse performance for them.
For example, Java implements templates, but through template erasure. This means that it is only apparently using templates, under the surface is plain old polymorphism.
C++ has very powerful templates. The use of templates makes code quicker, though each use of a template instantiates it for the given type. This means that, if you use an std::vector for ints, doubles and strings, you'll have three different vector classes: this means that the size of the executable will suffer.

runtime type comparison

I need to find the type of object pointed by pointer.
Code is as below.
//pWindow is pointer to either base Window object or derived Window objects like //Window_Derived.
const char* windowName = typeid(*pWindow).name();
if(strcmp(windowName, typeid(Window).name()) == 0)
{
// ...
}
else if(strcmp(windowName, typeid(Window_Derived).name()) == 0)
{
// ...
}
As i can't use switch statement for comparing string, i am forced to use if else chain.
But as the number of window types i have is high, this if else chain is becoming too lengthy.
Can we check the window type using switch or an easier method ?
EDIT: Am working in a logger module. I thought, logger should not call derived class virtual function for logging purpose. It should do on its own. So i dropped virtual function approach.
First of all use a higher level construct for strings like std::string.
Second, if you need to check the type of the window your design is wrong.
Use the Liskov substitution principle to design correctly.
It basically means that any of the derived Window objects can be replaced with it's super class.
This can only happen if both share the same interface and the derived classes don't violate the contract provided by the base class.
If you need some mechanism to apply behavior dynamically use the Visitor Pattern
Here are the things to do in order of preference:
Add a new virtual method to the base class and simply call it. Then put a virtual method of the same name in each derived class that implements the corresponding else if clause inside it. This is the preferred option as your current strategy is a widely recognized symptom of poor design, and this is the suggested remedy.
Use a ::std::map< ::std::string, void (*)(Window *pWindow)>. This will allow you to look up the function to call in a map, which is much faster and easier to add to. This will also require you to split each else if clause into its own function.
Use a ::std::map< ::std::string, int>. This will let you look up an integer for the corresponding string and then you can switch on the integer.
There are other refactoring strategies to use that more closely resemble option 1 here. For example,if you can't add a method to the Window class, you can create an interface class that has the needed method. Then you can make a function that uses dynamic_cast to figure out if the object implements the interface class and call the method in that case, and then handle the few remaining cases with your else if construct.
Create a dictionary (set/hashmap) with the strings as keys and the behaviour as value.
Using behaviour as values can be done in two ways:
Encapsulate each behaviour in it's
own class that inherit from an
interface with"DoAction" method that
execute the behavior
Use function pointers
Update:
I found this article that might be what you're looking for:
http://www.dreamincode.net/forums/topic/38412-the-command-pattern-c/
You might try putting all your typeid(...).name() values in a map, then doing a find() in the map. You could map to an int that can be used in a switch statement, or to a function pointer. Better yet, you might look again at getting a virtual function inside each of the types that does what you need.
What you ask for is possible, it's also unlikely to be a good solution to your problem.
Effectively the if/else if/else chain is ugly, the first solution that comes to mind will therefore to use a construct that will lift this, an associative container comes to mind and the default one is obviously std::unordered_map.
Thinking on the type of this container, you will realize that you need to use the typename as the key and associate it to a functor object...
However there are much more elegant constructs for this. The first of all will be of course the use of a virtual method.
class Base
{
public:
void execute() const { this->executeImpl(); }
private:
virtual void executeImpl() const { /* default impl */ }
};
class Derived: public Base
{
virtual void executeImpl() const { /* another impl */ }
};
It's the OO way of dealing with this type of requirement.
Finally, if you find yourself willing to add many different operations on your hierarchy, I will suggest the use of a well-known design pattern: Visitor. There is a variation called Acyclic Visitor which helps dealing with dependencies.

Changing behavior of an object at runtime

How can be changed the behavior of an object at runtime? (using C++)
I will give a simple example. I have a class Operator that contains a method operate. Let’s suppose it looks like this:
double operate(double a, double b){
return 0.0;
}
The user will give some input values for a and b, and will choose what operation to perform let’s say that he can choose to compute addition or multiplication. Given it’s input all I am allowed to do is instantiate Operator and call operate(a, b), which is written exactly how I mentioned before.
The methods that compute multiplication or addition will be implemented somewhere (no idea where).
In conclusion I have to change the behavior of my Operator object depending on the user's input.
The standard pattern for this is to make the outer class have a pointer to an "implementation" class.
// derive multiple implementations from this:
class Implementation
{
virtual ~Implementation() {} // probably essential!
virtual void foo() = 0;
};
class Switcheroo
{
Implementation *impl_;
public:
// constructor, destructor, copy constructor, assignment
// must all be properly defined (any that you can't define,
// make private)
void foo()
{
impl_->foo();
}
};
By forwarding all the member functions of Switcheroo to the impl_ member, you get the ability to switch in a different implementation whenever you need to.
There are various names for this pattern: Pimpl (short for "private implementation"), Smart Reference (as opposed to Smart Pointer, due to the fowarding member functions), and it has something in common with the Proxy and Bridge patterns.
I'm mentioning this only as trivia and can't unrecommend it more, but here we go...
WARNING DANGER!!!
A stupid trick I've seen is called clutching, I think, but it's only for the truely foolish. Basically you swap the virtualtable pointer to that of another class, it works, but it could theoretically destroy the world or cause some other undefined behavior :)
Anyways instead of this just use dynamic classing and kosher C++, but as an experiment the above is kind of fun...
Coplien's Envelope/Letter Pattern (in his must read book Advanced C++ Programming Styles and Idioms) is the classic way to do this.
Briefly, an Envelope and a Letter are both subclasses of an abstract base class/interfcae that defines the public interface for all subclasses.
An Envelope holds (and hides the true type of) a Letter.
A variety of Letter classes have different implementations of the abstract class's public interface.
An Envelope has no real implementation; it just forards (delegates) to its Letter. It holds a pointer to the abstract base class, and points that at a concrete Letter class instance. As the implementation needs to be changed, the type of Letter subclass pointer to is changed.
As users only have a reference to the Envelope, this change is invisible to them except in that the Envelope's behavior changes.
Coplien's examples are particularly clean, because it's the Letters, not the envelope that cause the change.
One example is of a Number class hierarchy. The abstract base declares certain operations over all Numbers, e.g, addition. Integer and a Complex are examples of concrete subclasses.
Adding an Integer and an Integer results in an Integer, but adding a Interget and a Complex results in a Complex.
Here's what the Envelope looks like for addition:
public class Number {
Number* add( const Number* const n ) ; // abstract, deriveds override
}
public class Envelope : public Number {
private Number* letter;
...
Number* add( const Number& rhs) { // add a number to this
// if letter and rhs are both Integers, letter->add returns an Integer
// if letter is a a Complex, or rhs is, what comes back is a Complex
//
letter = letter->add( rhs ) ) ;
return this;
}
}
Now in the client's pointer never changes, and they never ever need to know what the Envelop is holding. Here's the client code:
int main() {
// makeInteger news up the Envelope, and returns a pointer to it
Number* i = makeInteger( 1 ) ;
// makeComplex is similar, both return Envelopes.
Number* c = makeComplex( 1, 1 ) ;
// add c to i
i->add(c) ;
// to this code, i is now, for all intents and purposes, a Complex!
// even though i still points to the same Envelope, because
// the envelope internally points to a Complex.
}
In his book, Coplien goes into greater depth -- you'll note that the add method requires multi-dispatch of some form --, and adds syntactic sugar. But this is the gist of how you can get what's called "runtime polymorphism".
You can achieve it through dynamic binding (polymorphism)... but it all depends on what you are actually trying to achieve.
You can't change the behavior of arbitrary objects using any sane way unless the object was intended to use 'plugin' behaviour through some technique (composition, callbacks etc).
(Insane ways might be overwriting process memory where the function code lies...)
However, you can overwrite an object's behavior that lies in virtual methods by overwriting the vtable (An approach can be found in this article ) without overwriting memory in executable pages. But this still is not a very sane way to do it and it bears multiple security risks.
The safest thing to do is to change the behavior of objects that were designed to be changed by providing the appropriate hooks (callbacks, composition ...).
Objects always have the behaviour that's defined by their class.
If you need different behaviour, you need a different class...
You could also consider the Role Pattern with dynamic binding..i'm struggling with the same thing that you do..I read about the Strategy pattern but the role one sounds like a good solution also...
There are many ways to do this proxying, pImpl idiom, polymorphism, all with pros and cons. The solution that is best for you will depend on exactly which problem you are trying to solve.
Many many ways:
Try if at first. You can always change the behavior with if statement. Then you probably find the 'polymorphism' way more accurate, but it depends on your task.
Create a abstract class, declaring the methods, which behavior must be variable, as virtual.
Create concrete classes, that will implement the virtual methods. There are many ways to achieve this, using design patterns.
You can change the object behavior using dynamic binding. The design patterns like Decorator, Strategy would actually help you to realize the same.