I have a C++ class which throws an exception from the constructor on failure. How can I allocate a local instance of this class (without using new) and handle any possible exceptions, while keeping the try block scope as small as possible?
Essentially, I am looking for the C++ equivalent of the following Java idiom:
boolean foo() {
Bar x;
try {
x = new Bar();
} catch (Exception e) {
return false;
}
x.doSomething();
return true;
}
I do not want to catch exceptions from x.doSomething(), only the constructor.
I suppose what I'm looking for is a way to separate the declaration and the initialization of x.
Is it possible to accomplish this without using heap allocations and pointers?
You can use std::optional from C++17:
bool foo() {
std::optional<Bar> x; // x contains nothing; no Bar constructed
try {
x.emplace(); // construct Bar (via default constructor)
} catch (const Exception& e) {
return false;
}
x->doSomething(); // call Bar::doSomething() via x (also (*x).doSomething() )
return true;
}
This Java idiom doesn't translate well to C++ since Bar x; will require default constructor even if your real constructor requires arguments to be passed.
I'd advise fighting the language to this degree - widening the try block is sufficient - but if you really want to narrow then you could use a function and rely on return value optimisation to obviate a value copy:
Bar foobar()
{
try {
return Bar();
} catch (Exception& e){
/* Do something here like throwing a specific construction exception
which you intercept at the call site.*/
}
}
But really, you could throw a specific exception on construction, so obviating this function approach entirely.
Yes it's possible, if you put all the code in the try clause, for example by using a function try block (to avoid unnecessary nesting and scoping):
bool foo() try
{
Bar x;
x.doSomething();
return true;
}
catch (std::exception const& e)
{
return false;
}
Or in the try clause call another function which does the real work:
void real_foo()
{
Bar x;
x.doSomething();
}
bool foo() try
{
real_foo();
return true;
}
catch (std::exception const& e)
{
return false;
}
Note that it's often not a good idea to throw exceptions in a constructor, as that will halt the construction of the object, and its destructor will not be called.
As noted by Holt, this will also catch exceptions from the doSomething call. There are two ways of solving that:
The simple and standard way: Use pointers.
Use two-stage construction: Have a default constructor which can't throw exceptions, then call a special "construct" function that can throw exceptions.
The second way was common before C++ was standardized, and used extensively in code for the Symbian system. It is not common any more since using pointers for this is much more easy and simpler, especially today with good smart pointers available. I really don't recommend the second way in modern C++.
The easiest way is of course to make sure that the constructor can't throw exceptions at all, or if any is thrown then they are of the nature that the program can't continue anyway and have the program be terminated. As noted in the comments to your question, exceptions in C++ are expensive, and then we also have the abandoned construction issue, and in all using exceptions in C++ should only be done in exceptional cases. C++ is not Java, you should not treat it as such even if there are similar constructs in both languages.
If you still want to throw exceptions from the constructor there is actually a third way to catch only those: Use one of the code-example up top, and throw only specific exceptions that doSomething can never throw and then catch these specific constructors only.
Normally if you want to avoid heap allocations, you can't separate the declaration of a local variable from its definition. So if you were to combine everything in a single function, you would have to do surround the entire scope of x with try/catch block:
boolean foo() {
try {
Bar x;
x.doSomething();
} catch (Exception e) {
return false;
}
return true;
}
No. From your java example, you will have to choose between these 2 possibilities:
Without pointers:
bool foo() {
try {
Bar x;
x.doSomething();
} catch (Exception e) {
return false;
}
return true;
}
With pointers:
bool foo() {
Bar* x = nullptr;
try {
x = new Bar();
} catch (Exception e) {
return false;
}
x->doSomething();
delete x; // don't forget to free memory
return true;
}
Or using managed pointers:
#include <memory>
bool foo() {
std::unique_ptr<Bar> x;
try {
x = new Bar(); // until C++14
x = std::make_unique<Bar>(); // since C++14
} catch (Exception e) {
return false;
}
x->doSomething();
return true;
}
You have to choose between variant of
bool foo() {
std::unique_ptr<Bar> x;
try {
x = std::make_unique<Bar>();
} catch (const BarConstructorException& e) {
return false;
}
x->doSomething();
return true;
}
or
bool foo() {
try {
Bar x;
x.doSomething();
} catch (const BarConstructorException& e) {
return false;
}
return true;
}
In the revised question the OP adds the requirement that
” I do not want to catch exceptions from x.doSomething(), only the constructor [of the local variable].
A simple way to translate the Java code
boolean foo() {
Bar x;
try {
x = new Bar();
} catch (Exception e) {
return false;
}
x.doSomething();
return true;
}
… to C++, is then to use an Optional_ class (like Barton-Nackmann Fallible, boost::optional or C++17 std::optional)
auto foo()
-> bool
{
Optional_<Bar> xo;
try
{
xo.emplace();
}
catch( ... )
{
return false;
}
Bar& x = *xo;
// Possibly other code here, then:
x.doSomething();
return true;
}
A nice alternative is to refactor that code, like this:
struct Something_failure {};
void do_something( Bar& o )
{
// Possibly other code here, then:
o.doSomething();
}
auto foo()
-> bool
{
try
{
Bar x;
do_something( x );
return true;
}
catch( Something_failure const& )
{
throw;
}
catch( ... )
{}
return false;
}
If you do not like the above approaches then you can always go for a dynamically allocated Bar instance, e.g. using a std::unique_ptr for guaranteed cleanup, which however has the general overhead of a dynamic allocation. In Java most every object is dynamically allocated so that might not seem to be a serious disadvantage. But in C++ most objects are superfast stack-allocated so that a dynamic allocation is a very slow operation compared to ordinary operations, so the possible conceptual simplicity of dynamic allocation must be weighted against that.
Related
new keyword in C++ will throw an exception if insufficient memory but below code trying to return "NO_MEMORY" when new failed. This is bad because it will raise std::bad_alloc exception .
I am writing a unit test(gtest). How to create a scenario to catch this problem.
class base{
public: base(){
std::cout<<"base\n";
}
};
std::string getInstance(base** obj){
base *bObject = new base();
*obj = bObject; //updated
return (NULL == bObject) ? "NO_MEMORY" : "SUCCESS"; // here is problem if new fail it raise an exception. How to write unit test to catch this?
}
int main()
{
base *base_obj;
getInstance(&base_obj);
}
Have you looked into EXPECT_THROW?
If you cannot absolutely change your code, (which is required if you want to use gmock), you can globally overload the new operator as the other answer suggested.
However, you should do this carefully since this operator is used by other functions including the ones in google test.
One way to do this is to use a global variable that makes the new operator throw conditionally. Note that this is not the safest way, specially if your program is using multithreading
Below is one way of testing the scenario you described using this method and the global variable g_testing.
// https://stackoverflow.com/questions/70925635/gtest-on-new-keyword
#include "gtest/gtest.h"
// Global variable that indicates we are testing. In this case the global new
// operator throws.
bool g_testing = false;
// Overloading Global new operator
void *operator new(size_t sz) {
void *m = malloc(sz);
if (g_testing) {
throw std::bad_alloc();
}
return m;
}
class base {
public:
base() { std::cout << "base\n"; }
};
std::string getInstance(base **obj) {
base *bObject = new base();
*obj = bObject; // updated
return (NULL == bObject)
? "NO_MEMORY"
: "SUCCESS"; // here is problem if new fail it raise an exception.
// How to write unit test to catch this?
}
TEST(Test_New, Failure) {
base *base_obj;
// Simple usage of EXPECT_THROW. This one should THROW.
g_testing = true;
EXPECT_THROW(getInstance(&base_obj), std::bad_alloc);
g_testing = false;
std::string result1;
// You can put a block of code in it:
g_testing = true;
EXPECT_THROW({ result1 = getInstance(&base_obj); }, std::bad_alloc);
g_testing = false;
EXPECT_NE(result1, "SUCCESS");
}
TEST(Test_New, Success) {
base *base_obj;
std::string result2;
// This one should NOT throw an exception.
EXPECT_NO_THROW({ result2 = getInstance(&base_obj); });
EXPECT_EQ(result2, "SUCCESS");
}
And here is your working example: https://godbolt.org/z/xffEoW9Kd
First I think you need to catch the exception otherwise your program will never reach the point of returning NO_MEMORY:
std::string getInstance(base **obj) {
try {
if (!obj)
throw std::invalid_argument("");
*obj = new base();
return "SUCCESS";
}
catch (const std::bad_alloc& e) {
return "NO_MEMORY";
}
catch (...) {
return "UNDEFINED_ERROR";
}
}
A quick and dirty way for testing this would be to make the constructor (or an overloaded new) to throw std::bad_alloc:
#ifdef UNIT_TESTING
// simulate there is no memory
base::base() { throw std::bad_alloc; }
#else
base::base() { }
#endif
But I guess the proper way would be to use something like mockcpp
Edit: Since your are using gtest you might prefer using Google Mock to mock base with a constructor throwing bad_alloc instead of the dirty substitution of base::base
I have class A, which has constructor A(string filepath)
class A {
public:
A(string filePath);
private:
A();
}
I need to initialize A, and use it later. Constructor A throws exceptions.
int main() {
A a;
try {
a = A("./my/file/path");
} catch (exception e) {
return 1;
}
// Use a
return 0;
}
What would be the most elegant solution? (I dont want to have something like init function, because it makes it possible to have empty A object.)
The most elegant solution is probably to move all your logic which uses a into a function
int use_a(A &a);
int main() {
try {
A a("./my/file/path");
// if we reach here, no exception was thrown
// hence a is safe to use
return use_a(a);
} catch (exception e) {
// if we reach here a never really existed
return 1;
}
}
You're correct to prefer avoiding two-phase initialization - this way use_a can implicitly rely on a being safe to use.
The most elegant solution is:
int main() {
try {
A a("...");
// use a
} catch (const std::exception& e) {
// log e
return 1;
}
return 0;
}
If you don't want empty A objects consider deleting the default constructor. Note that this makes using some stl containers more difficult, while ensuring no invalid object exists.
In addition to that i think using throw in constructors very much allowed. If you don't want to do that consider the noexcept keyword. Note that throws in destructors can cause problems and are usually avoided.
As alternative, you might turn the exception in "optional/checkable" construction with std::optional or std::unique_ptr:
std::optional<A> MakeA(const std::filesystem::path& path)
{
try {
return A{path};
} catch (std::exception& e) {
return std::nullopt;
}
}
int main() {
auto a = MakeA("./my/file/path");
if (!a) {
return 1;
}
// Use *a
return 0;
}
I have a class interface function which implements other functions within the class in a specific order:
class Child
{
public:
auto Interface()->bool
{
this->F1(); //I use this just for extra clarity (e.g. not calling global function)
this->F2();
return true;
}
auto F1()->void
{
//Do stuff...
}
auto F2()->void
{
//Do more stuff...
}
};
class Parent
{
public:
Child ChildObj;
auto CallUponChild()->void
{
bool success = ChildObj.Interface();
}
};
I want to wrap the 'Interface()' implementation in a try/catch block:
auto Interface()->bool
{
try{
this->F1();
this->F2();
}catch(...){
//Handle
}
}
However, on the occurance of an error, I wish to attempt the function again, and if that errors, I want to propogate the error back to the Parent class:
auto Interface()->bool
{
int error_count=0;
try{
try{
this->F1();
this->F2();
return true;
}catch(...){
if(error_count<1){this->F1(); this->F2();}
else{throw "Out of tries";}
}
}catch(...){
return false;
}
}
Is using nested try/catch blocks fround upon? Is this the best approach to take?
Something like
auto Interface()->bool
{ int error_count=0;
while (error_count < 1) {
try {
this->F1();
this->F2();
return true;
}
catch(...){
// if (error_count >= 1)
// throw; // to throw original exception
++error_count;
}
};
// throw "Out of tries"; // to throw "Out of tries" exception
return false; // to use the boolean result
}
should be sufficient. If F1() throws an exception in your catch block, your function will return false without incrementing error_count.
It does not seems to be something that the child should handle imho, should that behaviour been handled by the Parent which knows how to deal with their childs? I would go this way:
auto CallUponChild()->void
{
const bool success = ChildObj.Interface();
if (!success) { // maybe if-init if you have a c++17 compiler
// try again
ChildObj.Interface();
}
}
I think the way to handle the child objects should be at Parent level as I said, Child object should do one thing and if it's needed to be done twice(or N) then should'n be their responsibility.
If you want to show how the exception were thrown you can have a look at this:
http://en.cppreference.com/w/cpp/error/throw_with_nested
My C++ function has many if statements checking the returning value of called functions:
Result func(...){
if (SUCCESS != func1(...))
return ERROR;
// do something
if ( SUCCESS != func2(...))
return ERROR;
// do something else
if (SUCCESS != func3(...))
return ERROR;
// do something
.
.
.
}
Is there anyway for eliminating or reducing the if statements here?
For example I want something like this:
Result func(...){
Result result = SUCCESS;
when (result != SUCCESS) return ERROR;
result = func1(...);
// do something
result = func2(...);
// do something else
result = func3(...);
// do something
.
.
.
}
I cannot help myself, but to write solution which might be considered over-engineering, but it allows to prepare single template class for all results (for future use) and then minimize code for actual usage (no need to use checking methods or macros, no need to write own wrappers except this single result holder template class). Enjoy :D.
#include <iostream>
template<class T>
class Result
{
public:
Result() :
m_value(),
m_badValue()
{
}
Result(const T& value, const T& badValue) :
m_value(value),
m_badValue(badValue)
{
}
void operator=(const T& value)
{
if(value == m_badValue)
{
throw "Bad Value!";
}
else
{
m_value = value;
}
}
operator const T&() const
{
return m_value;
}
const T& value() const
{
return m_value;
}
private:
T m_value;
T m_badValue;
};
static const int SUCCESS = 0;
static const int FAIL = -1;
int func1()
{
return SUCCESS;
}
int func2()
{
return SUCCESS;
}
int func3()
{
return FAIL;
}
int main()
{
Result<int> result(FAIL, FAIL);
try
{
result = func1();
result = func2();
result = func3();
}
catch (const char *error)
{
::std::cout << "Error: " << error << ::std::endl;
}
::std::cout << "Last value: " << static_cast<int>(result) << " - " <<
((result == SUCCESS) ? "SUCCESS" : "FAIL") << ::std::endl;
}
Note: you should throw only what derives from ::std::exception, but I used const char* to simplify things and prepare working example.
Since you are coding in C++, not in C, the option of throwing exceptions is available to you. Making the code look better while responding to exceptional situations properly was the primary driving force behind the feature.
In situations when you use third-party APIs that do not offer exceptions you could wrap their functions into your functions that throw exceptions, like this:
void func1w(...) {
if (SUCCESS!=func1(...)) throw my_exception();
}
void func2w(...) {
if (SUCCESS!=func2(...)) throw my_exception();
}
...
void caller() {
try {
func1w();
func2w();
func3w();
} catch (my_exception& e) {
cerr << "Error!" << endl;
}
}
Note that the function that calls exception-throwing wrappers could stay away from checking exception codes altogether, letting the higher-level function deal with them. The general rule with exceptions is that the code should not catch exceptions unless it knows how to handle them.
You can also define a macro:
#define MUST_SUCCEED(x) if(SUCCESS!=(x))return ERROR
This comes at the cost of reduced readability, because the macro is not instantly familiar to the readers of your code:
MUST_SUCCEED(func1(...));
MUST_SUCCEED(func2(...));
MUST_SUCCEED(func3(...));
Short answer: no
Long answer: no, that's how you do it in every structured programming language that I'm aware of.
Alternative: if all functions involved (func1, func2, func3) would throw exceptions instead of returning a status code then you wouldn't have to use ifs. Your function func would just propagate any exception that was thrown from within it.
Edit, expanding on Tony's comment:
Alternative #2: involved functions do not throw exceptions, but your function could. Suppose you have a helper function like this:
void CheckResult(Result result)
{
if (result != SUCCESS)
throw SomeException(result);
}
Your function would then look like this:
void func(...)
{
CheckResult(func1(...));
// do something
CheckResult(func2(...));
// do something else
CheckResult(func3(...));
// do something
}
So, the if's are not avoided but moved to another function, so that your function is free of them.
You could make a vector of function pointers containing func1(), func2() etc., then iterate through all the elements in this vector by means of for loop, calling each function and comparing the value returned against SUCCESS. Then, if the return value of any function does not equal SUCCESS, you can set a flag to a value indicating error (in your example this flag would be of the name 'result').
I have a pattern that repeats for several member functions that looks like this:
int myClass::abstract_one(int sig1)
{
try {
return _original->abstract_one(sig1);
} catch (std::exception& err) {
handleException(err);
} catch (...) {
handleException();
}
}
bool myClass::abstract_two(int sig2)
{
try {
return _original->abstract_two(sig2);
} catch (std::exception& err) {
handleException(err);
} catch (...) {
handleException();
}
}
[...]
int myClass::abstract_n(bool sig3a, short sig3b)
{
try {
return _original->abstract_n(sig3a, sig3b);
} catch (std::exception& err) {
handleException(err);
} catch (...) {
handleException();
}
}
Where abstract one through n are methods of a pure virtual abstract interface for which myClass and _original are concrete implementations.
I don't like that this pattern repeats in the code and would like to find a way to eliminate the repeating try / catch pattern and code as a single abstraction, but I can't think of a good way to do this in C++ without macros. I would think that there is a way with templates to do this better.
Please suggest a clean way to refactor this code to abstract out the repeated pattern.
I asked a very similar conceptual question, see Is re-throwing an exception legal in a nested 'try'?.
Basically, you can move the various exception handlers to a separate function by catching all exceptions, calling the handler and rethrowing the active exception.
void handle() {
try {
throw;
} catch (std::exception& err) {
handleException(err);
} catch (MyException& err) {
handleMyException(err);
} catch (...) {
handleException();
}
}
try {
return _original->abstract_two(sig2);
} catch (...) {
handle();
}
It scales well with more different exception kinds to differenciate. You can pack the first try .. catch(...) into macros if you like to:
BEGIN_CATCH_HANDLER
return _original->abstract_two(sig2);
END_CATCH_HANDLER
One option, if there are a limited number of function arities, would be to use a function template:
template <typename ReturnT, typename ClassT>
ReturnT call_and_handle(ClassT* obj, ReturnT(ClassT::*func)())
{
try {
return (obj->*func)();
}
catch (const std::exception& ex) {
handleException(ex);
}
catch (...) {
handleException();
}
return ReturnT();
}
This assumes that handleException is some non-member function, but it is easy to modify it if it is a member function. You need to decide what call_and_handle returns if an exception is handled; I have it returning an initialized ReturnT as a placeholder.
This reduces your member functions to:
int myClass::abstract_one()
{
return call_and_handle(_original, &myClass::abstract_one);
}
You would need a separate function template for calling functions that have one parameter, two parameters, etc.
If you have functions that have an unwieldy number of parameters and you were really desperate, you could use a macro (I wouldn't really recommend this, though):
#define CALL_AND_HANDLE(expr) \
try { \
return (expr); \
} \
catch (const std::exception& ex) { \
handleException(ex); \
} \
catch (...) { \
handleException(); \
}
Which can be used as:
int myClass::abstract_one()
{
CALL_AND_HANDLE(_original->myClass::abstract_one());
}
As an aside, if you catch (...) and do not rethrow the caught exception, you should in most cases terminate the program.
As a variant on Alexander Gessler's solution you can omit some of the braces that make this implementation a little long. It does exactly the same thing, just with a little less { } verbage.
void handle() try
{
throw;
}
catch (std::exception& err)
{
handleException(err);
}
catch (MyException& err)
{
handleMyException(err);
}
catch (...)
{
handleException();
}
int myClass::abstract_one(int sig1) try
{
return _original->abstract_one(sig1);
}
catch (...)
{
handle();
return -1;
}
My answer is conceptually similar to James McNellis', except that I use boost::bind to do the heavy lifting:
using boost::bind;
class myClass
{
public:
myClass(origClass * orig) : orig_(orig) {}
int f1(bool b) { return wrapper(bind(&origClass::f1, orig_, b)); }
bool f2(int i) { return wrapper(bind(&origClass::f2, orig_, i)); }
void f3(int i) { return wrapper(bind(&origClass::f3, orig_, i)); }
private:
origClass * orig_;
template <typename T>
typename T::result_type wrapper(T func)
{
try {
return func();
}
catch (std::exception const &e) {
handleError(e);
}
catch (...) {
handleError();
}
}
};
Note that I wouldn't use a boost::function here as it can interfere with inlining.
My answer is: do nothing at all. The first code example as shown is fine. So what is there's repetition? It is plain and clear, and does what it looks like it does. It can be understood with no extra mental burdens past the code seen and general knowledge of C++.
Consider your motive for asking this question.
Where I'm coming from is past projects where code had to be examined by others - not PhD Comp Sci experts, but federal inspectors, mechanical engineers, self-taught programmers, scientists, etc. Smart people, all of them (or most of them), but only an off-the-deep-end chrome dome PhD, or a younger programmer out to impress everyone with their hi IQ, would appreciate the clever "solutions" to this question. For the places I've been, nothing beats plain clear code that does what it says, with no mental burden of having to keep in mind the meaning of dozens of classes, macros, etc. and recognizing "design pattern" understood properly only be experienced software engineers.
Increasingly, I find C++ (and Java and C#) code becoming more sophisticated in a coding sense, but needing to be understood by non-experts in C++.
Of course YMMV, depending on the intended audience and source of potential future maintenence programmers. Sometimes clever coding is necessary to achieve certain goals. Is your case an example?
I don't have an answer except to suggest that you might be better off avoiding exception handling altogether and relying instead on Smart Pointers and Boost Scope Exit to do all your resource clean up. That way you won't have to catch exceptions unless you can do something about them, which is rarely the case. Then you can do all exception handling in one centralized place higher up the call chain for error reporting and such.
Use boost::function and boost::bind. Works with any function signature so long as the return type matches;
#include <boost/function.hpp>
#include <boost/bind.hpp>
using boost::function;
using boost::bind;
template<typename T>
T exception_wrapper(boost::function<T()> func)
{
try {
return func();
} catch (std::exception& err) {
handleException(err);
} catch (...) {
handleException();
}
}
// ways to call
int result = exception_wrapper<int>(bind(libraryFunc, firstParam));
// or a member function
LibraryClass* object;
result = exception_wrapper<int>(bind(&LibraryClass::Function, object, firstParam));
// So your wrapping class:
class YourWrapper : public SomeInterface
{
public:
int abstract_one(int sig1)
{
return exception_wrapper<int>(bind(&LibraryClass::concrete_one, m_pObject, sig1));
}
bool abstract_two(int sig1, int sig2)
{
return exception_wrapper<bool>(bind(&LibraryClass::concrete_two, m_pObject, sig1, sig2));
}
// ...
private:
LibraryClass* m_pObject;
};
A bit of an old question, but these days we can also craft an elegant generic solution with variadic templates and std::invoke. (Requires C++17)
template<typename Action, typename... Args>
int MyClass::abstract(Action action, Args&&... args)
{
try {
return std::invoke(action, std::forward<Args>(args)...);
} catch (std::exception& err) {
handleException(err);
} catch (...) {
handleException();
}
}
Here action can be a lambda, function pointer, or even member function pointers thanks to std::invoke. For example:
my_class->abstract(&Original::abstract_n, original, sig3a, sig3b);