This is very closely related to How to use gmock to test that a class calls it's base class' methods but I'm struggling to get this working with my example.
I'm using GTest and GMock to test drive a new feature so I have a base class...
class SimpleObject
{
public:
explicit SimpleObject() {}
virtual void moveX(int dX)
{
// Do important stuff like updating position, bounding box etc.
}
// ...
};
Based on other TDD I have a derived class and the new feature is such that when I call moveX on the derived object it will do something specific, however it also needs to do the important stuff in SimpleObject::moveX.
I already have test driven unit tests related to the SimpleObject::moveX function so I don't want to repeat them for the derived class. As long as I know SimpleObject::moveX is called then everything's hunky dory.
Anyway, based on the above link and following TDD I've ended up with the following.
The derived class:
class ComplexObject : public SimpleObject
{
public:
virtual void moveX(int dX)
{
// Do something specific
}
};
The 'testable' class:
class TestableComplexObject : public ComplexObject
{
public:
MOCK_METHOD1(moveX, void(int dX));
void doMoveX(int dX)
{
SimpleObject::moveX(dX);
}
};
The test:
TEST_F(ATestableComplexObject, CallsBaseClassMoveXWhenMoveXIsCalled)
{
int dX(8);
TestableComplexObject obj;
EXPECT_CALL(obj, moveX(dX))
.Times(1)
.WillRepeatedly(testing::Invoke(&obj, &TestableComplexObject::doMoveX));
obj.moveX(dX);
}
If I run my tests then everything passes. This isn't correct because as you can see ComplexObject::moveX doesn't do anything.
Also, regardless of what I put in doMoveX (which I thought was meant to set up my expectations) the tests will still pass.
I'm obviously missing something simple here, so any ideas?
Thanks for the comments, with a tweak to the design I am able to test what I want.
Firstly, create an interface for SimpleObject:
class ISimpleObject
{
public:
virtual void moveX(int dX) = 0;
};
My SimpleObject class then implements this:
class SimpleObject : public ISimpleObject
{
public:
explicit SimpleObject() {}
virtual void moveX(int dX)
{
(void) dX;
// Do important stuff like updating position, bounding box etc.
}
};
Instead of ComplexObject inheriting from SimpleObject, it inherits from the interface and owns a SimpleObject (i.e. it 'has a' rather than 'is a'). The constructor ensures we pass in a SimpleObject and it's this injection that makes mocking easier.
class ComplexObject : public ISimpleObject
{
public:
ComplexObject(SimpleObject *obj)
{
_obj = obj;
}
virtual void moveX(int dX)
{
_obj->moveX(dX);
}
private:
SimpleObject *_obj;
};
Now I simply mock the calls I'm interested in from SimpleObject
class SimpleObjectMock : public SimpleObject
{
public:
MOCK_METHOD1(moveX, void(int dX));
// Do important stuff like updating position, bounding box etc.
};
The test is simplified too
TEST_F(AComplexObject, CallsBaseClassMoveXWhenMoveX)
{
int dX(8);
SimpleObjectMock mock;
ComplexObject obj(&mock);
EXPECT_CALL(mock, moveX(dX)).Times(1);
obj.moveX(dX);
}
The behaviour is as expected. If the ComplexObject::moveX function is empty (as it will be at the start) then the test fails. It will only pass when you call SimpleObject::moveX.
You need to design your ComplexObject in a way that checking if SimpleObject::moveX was called is possible. One way to do it: encapsulate this base call with some other function that can be mocked:
class ComplexObject : public SimpleObject
{
public:
virtual void moveX(int dX)
{
// Call base function
baseMoveX(dx);
// Do something specific
}
protected:
virtual void baseMoveX(int dX)
{
SimpleObject::moveX(dx);
}
};
Then in your Testable class just mock this base function:
class TestableComplexObject : public ComplexObject
{
public:
MOCK_METHOD1(baseMoveX, void(int dX));
};
You cannot mock just moveX because - there is no way to distinguish between base and derived in such context.
So - your test can look like this:
TEST_F(ATestableComplexObject, CallsBaseClassMoveXWhenMoveXIsCalled)
{
int dX(8);
TestableComplexObject obj;
EXPECT_CALL(obj, baseMoveX(dX))
.WillOnce(testing::Invoke([&obj] (auto dx) {obj.SimpleObject::moveX(dx); }));
obj.moveX();
}
[UPDATE]
As it is discovered in comments - there is still a problem how to ensure ComplexObject::baseMoveX() calls SimpleObject::moveX.
The possible solution is to put one more class in between ComplexObject and SimpleObject.
template <typename BaseObject>
class IntermediateObject : public BaseObject
{
public:
virtual void baseMoveX(int dX)
{
BaseObject::moveX(dx);
}
};
With test ensuring this really happens:
class TestableBaseMock
{
public:
MOCK_METHOD1(moveX, void(int dX));
};
TEST(IntermediateObject Test, shallCallBaseMoveX)
{
const int dX = 8;
IntermediateObject<TestableBaseMock> objectUnderTest;
TestableBaseMock& baseMock = objectUnderTest;
EXPECT_CALL(baseMock, moveX(dX));
objectUnderTest.baseMoveX(dx);
}
Then - put it between Simple and Complex classes:
class ComplexObject : public IntermediateObject<SimpleObject>
{
public:
virtual void moveX(int dX)
{
// Call base function
baseMoveX(dx);
// Do something specific
}
};
At the end - I just want to emphasize that changing your original design - to use aggregation instead of inheritance (aka decorator design pattern) is the best way. First - as you can see in my answer - trying to stay with inheritance make the design worse if we want to test it. Second - tests for decorator kind of design are much simpler as it showed in one of the answers...
The main issue here is that, in method TestableComplexObject::doMoveX, you are calling method SimpleObject::moveX. This is why everything passes. You are supposed to call the method moveX that belongs to class ComplexObject. Therefore, changing method doMoveX to:
void doMoveX(int dX)
{
ComplexObject::moveX(dX);
}
will solve your problem.
There is one more issue with the code you've posted. The last statement in the test body should be:
obj.moveX(dX);
but I guess this is just an error made while writing the question?
Hope this helps!
Related
I am unit testing a derived class and want to EXPECT_CALL that a certain method belonging to its base class is called.
For example:
class Base {
public:
void move(int x, int y);
};
class Derived: public Base{
public:
RESULT update();
private:
int age;
};
HRESULT Derived::update(void) {
int param1 = 5, param2 = 10;
move(param1, param2);
age++;
return SUCCESS;
}
I can't just create a mock for Derived and expect move since there is no dependency and the actual move() will be called.
How can I be able to mock move()? My end goal is that I need to expect move() to be called with CORRECT parameter values (param1 and param2 in this case).
Of course this isn't the actual code but just a representation
I know this is not good design as far as UT is concerned, but this is to test some legacy code I am not allowed to reformat (but need to make UT). So being able to mock and test move() is the best option I have really.
Help will be appreciated. Thanks!
I don't think there is any way without using some preprocessing tricks. And of those tricks making method virtual when testing should be least painfull.
It is enough to do something like:
#if UNDER_TEST
#define TEST_VIRTUAL virtual
#else
#define TEST_VIRTUAL
#endif
class Base {
public:
TEST_VIRTUAL void move(int x, int y);
};
Then you can mock it like this:
class TestObject : public Derived {
public:
MOCK_METHOD2(move, void(int x, int y));
};
TEST(Test, Testing)
{
TestObject obj;
EXPECT_CALL(obj, move(5, 10));
obj.update();
}
In this code there is noting to mock. You do not have here any external dependency.
Test for this code can look like this:
TEST(DerivedTest, WhenUpdateIsCalledPossitionIsChangedAndItGetsOlder)
{
Derived foo;
foo.age = 1;
foo.update();
EXPECT_EQ(10, foo.x);
EXPECT_EQ(12, foo.y);
EXPECT_EQ(2, foo.age);
}
Show me the reason there is sense to mock here anything?
Let's say I have a parent class, Arbitrary, and two child classes, Foo and Bar. I'm trying to implement a function to insert any Arbitrary object into a database, however, since the child classes contain data specific to those classes, I need to perform slightly different operations depending on the type.
Coming into C++ from Java/C#, my first instinct was to have a function that takes the parent as the parameter use something like instanceof and some if statements to handle child-class-specific behavior.
Pseudocode:
void someClass(Arbitrary obj){
obj.doSomething(); //a member function from the parent class
//more operations based on parent class
if(obj instanceof Foo){
//do Foo specific stuff
}
if(obj instanceof Bar){
//do Bar specific stuff
}
}
However, after looking into how to implement this in C++, the general consensus seemed to be that this is poor design.
If you have to use instanceof, there is, in most cases, something wrong with your design. – mslot
I considered the possibility of overloading the function with each type, but that would seemingly lead to code duplication. And, I would still end up needing to handle the child-specific behavior in the parent class, so that wouldn't solve the problem anyway.
So, my question is, what's the better way of performing operations that where all parent and child classes should be accepted as input, but in which behavior is dictated by the object type?
First, you want to take your Arbitrary by pointer or reference, otherwise you will slice off the derived class. Next, sounds like a case of a virtual method.
void someClass(Arbitrary* obj) {
obj->insertIntoDB();
}
where:
class Arbitrary {
public:
virtual ~Arbitrary();
virtual void insertIntoDB() = 0;
};
So that the subclasses can provide specific overrides:
class Foo : public Arbitrary {
public:
void insertIntoDB() override
// ^^^ if C++11
{
// do Foo-specific insertion here
}
};
Now there might be some common functionality in this insertion between Foo and Bar... so you should put that as a protected method in Arbitrary. protected so that both Foo and Bar have access to it but someClass() doesn't.
In my opinion, if at any place you need to write
if( is_instance_of(Derived1) )
//do something
else if ( is_instance_of(Derived2) )
//do somthing else
...
then it's as sign of bad design. First and most straight forward issue is that of "Maintainence". You have to take care in case further derivation happens. However, sometimes it's necessary. for e.g if your all classes are part of some library. In other cases you should avoid this coding as far as possible.
Most often you can remove the need to check for specific instance by introducing some new classes in the hierarchy. For e.g :-
class BankAccount {};
class SavingAccount : public BankAccount { void creditInterest(); };
class CheckingAccount : public BankAccount { void creditInterest(): };
In this case, there seems to be a need for if/else statement to check for actual object as there is no corresponsing creditInterest() in BanAccount class. However, indroducing a new class could obviate the need for that checking.
class BankAccount {};
class InterestBearingAccount : public BankAccount { void creditInterest(): } {};
class SavingAccount : public InterestBearingAccount { void creditInterest(): };
class CheckingAccount : public InterestBearingAccount { void creditInterest(): };
The issue here is that this will arguably violate SOLID design principles, given that any extension in the number of mapped classes would require new branches in the if statement, otherwise the existing dispatch method will fail (it won't work with any subclass, just those it knows about).
What you are describing looks well suited to inheritance polymorphicism - each of Arbitrary (base), Foo and Bar can take on the concerns of its own fields.
There is likely to be some common database plumbing which can be DRY'd up the base method.
class Arbitrary { // Your base class
protected:
virtual void mapFields(DbCommand& dbCommand) {
// Map the base fields here
}
public:
void saveToDatabase() { // External caller invokes this on any subclass
openConnection();
DbCommand& command = createDbCommand();
mapFields(command); // Polymorphic call
executeDbTransaction(command);
}
}
class Foo : public Arbitrary {
protected: // Hide implementation external parties
virtual void mapFields(DbCommand& dbCommand) {
Arbitrary::mapFields();
// Map Foo specific fields here
}
}
class Bar : public Arbitrary {
protected:
virtual void mapFields(DbCommand& dbCommand) {
Arbitrary::mapFields();
// Map Bar specific fields here
}
}
If the base class, Arbitrary itself cannot exist in isolation, it should also be marked as abstract.
As StuartLC pointed out, the current design violates the SOLID principles. However, both his answer and Barry's answer has strong coupling with the database, which I do not like (should Arbitrary really need to know about the database?). I would suggest that you make some additional abstraction, and make the database operations independent of the the data types.
One possible implementation may be like:
class Arbitrary {
public:
virtual std::string serialize();
static Arbitrary* deserialize();
};
Your database-related would be like (please notice that the parameter form Arbitrary obj is wrong and can truncate the object):
void someMethod(const Arbitrary& obj)
{
// ...
db.insert(obj.serialize());
}
You can retrieve the string from the database later and deserialize into a suitable object.
So, my question is, what's the better way of performing operations
that where all parent and child classes should be accepted as input,
but in which behavior is dictated by the object type?
You can use Visitor pattern.
#include <iostream>
using namespace std;
class Arbitrary;
class Foo;
class Bar;
class ArbitraryVisitor
{
public:
virtual void visitParent(Arbitrary& m) {};
virtual void visitFoo(Foo& vm) {};
virtual void visitBar(Bar& vm) {};
};
class Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Parent specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitParent(*this);
}
};
class Foo: public Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Foo specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitFoo(*this);
}
};
class Bar: public Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Bar specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitBar(*this);
}
};
class SetArbitaryVisitor : public ArbitraryVisitor
{
void visitParent(Arbitrary& vm)
{
vm.DoSomething();
}
void visitFoo(Foo& vm)
{
vm.DoSomething();
}
void visitBar(Bar& vm)
{
vm.DoSomething();
}
};
int main()
{
Arbitrary *arb = new Foo();
SetArbitaryVisitor scv;
arb->accept(scv);
}
I have certain functionality encapsulated in classes which I use in another class. I think this is called composition.
class DoesSomething01
{
public:
DoesSomething01();
void functionality01();
void functionality02();
};
class DoesSomething02
{
public:
DoesSomething02();
void functionality01();
void functionality02();
};
class ClassA
{
public:
ClassA();
private:
DoesSomething01 *m_doesSomething01;
DoesSomething02 *m_doesSomething02;
};
If I have now a ClassB which "knows" ClassA and have to use/execute functionality01 and/or functionality02 of classes DoesSomething01 and/or DoesSomething02 I see two possibilities:
a) Add methods like this to ClassA to provide ClassB direct access to DoesSomething01 and/or DoesSomething02:
DoesSomething01 *getDoesSomething01() { return *m_doesSomething01; }
DoesSomething02 *getDoesSomething02() { return *m_doesSomething02; }
ClassB could then do something like this:
m_classA->getDoesSomething01()->functionality01();
b) Add (in this case four) methods to ClassA which forwards the method calls to DoesSomething01 and DoesSomething02 like this:
void doesSomething01Functionality01() { m_doesSomething01->functionality01(); }
void doesSomething01Functionality02() { m_doesSomething01->functionality02(); }
void doesSomething02Functionality01() { m_doesSomething02->functionality01(); }
void doesSomething02Functionality02() { m_doesSomething02->functionality02(); }
Which option is better and why?
What are the advantages/disadvantages of each option?
First option can be considered a code smell. According to Robert C. Martin's 'Clean Code' it is "Transitive Navigation" and should be avoided. Quoting the author:
In general we don’t want a single module to know much about its
collaborators. More specifically, if A collaborates with B, and B
collaborates with C, we don’t want modules that use A to know about C.
(For example, we don’t want a.getB().getC().doSomething();.)
Second option looks better. It is classical use of Facade pattern. And it is better, because it hides other functionalities of classes DoesSomthing01 and DoesSomthing02. Then you ve'got simplified view of it which is easier to use than 1st option.
Edit: there is also one more thing. You've got two classes which have the same functionalites and are aggregated by other class. You should consider using Stratey pattern here. The your code will look like this:
class DoesSomething
{
public:
virtual void functionality01() = 0;
virtual void functionality02() = 0;
}
class DoesSomething01 : DoesSomething
{
public:
DoesSomething01();
void functionality01();
void functionality02();
};
class DoesSomething02 : DoesSomething
{
public:
DoesSomething02();
void functionality01();
void functionality02();
};
class ClassA
{
public:
ClassA();
DoesSomething* doesSomething(); // Getter
void doesSomething(DoesSomething* newDoesSomething); // Setter
// ...
private:
DoesSomething *m_doesSomething;
};
Then you will need only two method instead of four:
void doesFunctionality01() { m_doesSomething->functionality01(); }
void doesFunctionality02() { m_doesSomething->functionality02(); }
The first scenario is a violation of law of Demeter, which says that a class can only talk to its immediate friends. Basically the problem with the first approach is that any change in the inner classes DoSomething01 and DoSomething02 will trigger a change in Class A as well as Class B because both classes are now directly dependent on these inner classes.
The second option is better as it encapsulates the class B from inner classes but a side effect of this solution is that now class A has a lot of methods that does nothing fancy except for delegating to its inner classes. This is fine but imagine if DoSomething01 has an inner class DoSomething03 and class B needs to access its functionality without directly knowing about it than the class A would need to have another method that would delegate to DoSomething01 that would in turn delegate to DoSomething03. In this case I think it is better to let class B directly know about DoSomething01 otherwise class A is going to have a huge interface that simply delegates to its inner classes.
If there are many classes and/or many methods to be called it makes sense to invent
an interface in the form of an abstract parent class:
class SomeInterface
{
public:
SomeInterface(){}
virtual void functionally01() = 0;
virtual void functionally02() = 0;
}
DoesSomthing01 and other classes would then inherit this class:
class DoesSomthing01 : public SomeInterface
and implement the methods.
If it make sense to associate a key with the instantiation of such a class
you could store these objects in ClassA e.g. using a map (here I
use an integer as the key):
class ClassA
{
private:
std::map<int, SomeInterface*> m_Interfaces;
public:
SomeInterface* getInterface(const int key)
{
std::map<int, SomeInterface*>::iterator it(m_Interfaces.find(key));
if (it != m_Interfaces.end())
return it->second;
else
return NULL;
}
};
From ClassB you could then access them
int somekey = ...;
SomeInterface *myInter = m_classA->getInterface(somekey);
if (myInter)
myInter->functionally01();
This way you have just one access method (getInterface()) independent
of the number of objects.
In order to encode the access to the methods using a key you could
create a map which maps a key onto a closure or a simple switch statement:
in SomeInterface:
public:
void executeMethod(const int key)
{
switch(key)
{
case 1: functionally01(); break;
case 2: functionally01(); break;
default:
// error
}
int methodKey = ...;
int objectKey = ...;
SomeInterface *myInter = m_classA->getInterface(objectKey);
if (myInter)
myInter->executeMethod(methodKey);
Looks like a good case for a Mediator Pattern.
This pattern manage communication between 2 objects that he owns.
I have a class (let's call it A) the inherits an interface defining several abstract methods and another class there to factor in some code (let's call it B).
The question is, I have an abstract method in the interface that A implements just to call the B version. Is there a way to use the keyword using to avoid writing a dull method like:
int A::method() override
{
return B::method();
}
I tried writing in A using B::method, but I still get an error that A doesn't implement the abstract method from the interface.
Is there a special technique to use in the case or am I just out of luck? (and if so, is there a specific reason why it should be that way?).
Thanks.
edit:
To clarify, the question is, why isn't it possible to just do this:
class A: public Interface, public B {
using B::method;
};
Let's make this clear. You basically have the following problem, right?
struct Interface
{
virtual void method() = 0;
};
struct B
{
void method()
{
// implementation of Interface::method
}
};
struct A : Interface, B
{
// some magic here to automatically
// override Interface::method and
// call B::method
};
This is simply impossible, because the fact that the methods have the same names is irrelevant from a technical point view. In other word's, Interface::method and B::method are simply not related to each other, and their identical names are not more than a coincidence, just like someone else called "Julien" doesn't have anything to do with you just because you share the same first name.
You are basically left with the following options:
1.) Just write the call manually:
struct A : Interface, B
{
virtual void method()
{
B::method();
}
};
2.) Minimise writing work with a macro, so that you can write:
struct A : Interface, B
{
OVERRIDE(method)
};
But I would strongly recommend against this solution. Less writing work for you = more reading work for everyone else.
3.) Change the class hierarchy, so that B implements Interface:
struct Interface
{
virtual void method() = 0;
};
struct B : Interface
{
virtual void method()
{
// implementation of Interface::method
}
};
struct A : B
{
};
if B::method is abstract you cannot call it because is not implemented... has no code.
An example:
class A
{
public:
virtual void method1( ) = 0;
virtual void method2( ){ }
};
class B : public A
{
public:
virtual void method1( ) override
{ return A::method1( ); } // Error. A::method1 is abstract
virtual method2( ) override
{ return A::method2( ); } // OK. A::method2 is an implemented method
}
Even if there were a way to do what you want, in the name of the readability of your code, I would not recommend that.
If you do not put the "B::" before "method" call, when I read that, I would say it is a recursive call.
I have a class (class A) that is designed to be inherited by other classes written by other people.
I also have another class (class B), that also inherits from A.
B has to access some A's member functions that shouldn't be accessed by other inheriting classes.
So, these A's member functions should be public for B, but private for others.
How can I solve it without using 'friend' directive?
Thank you.
EDIT: Example why I need it.
class A
{
public:
void PublicFunc()
{
PrivateFunc();
// and other code
}
private:
virtual void PrivateFunc();
};
class B : public class A
{
private:
virtual void PrivateFunc()
{
//do something and call A's PrivateFunc
A::PrivateFunc(); // Can't, it's private!
}
};
You can't. That's what friend is for.
An alternative would be to change the design/architecture of your program. But for hints on this I'd need some more context.
What you say is: there are two sets of subclasses of A. One set should have access, the other set shouldn't. It feels wrong to have only one brand of subclasses (i.e. B) 'see' A's members.
If what you mean is: only we can use this part of functionality, while our clients can't, there are other resorts.
(Functionality reuse by inheritance often corners you with this kind of problems. If you go towards reuse by aggregation, you may get around it.)
A suggestion:
// separate the 'invisible' from the 'visible'.
class A_private_part {
protected:
int inherited_content();
public:
int public_interface();
};
class B_internal : public A_private_part {
};
class A_export : private A_private_part {
public:
int public_interface() { A_private_part::public_interface(); }
};
// client code
class ClientClass : public A_export {
};
But better would be to go the aggregation way, and split the current "A" into a visible and an invisible part:
class InvisibleFunctionality {
};
class VisibleFunctionality {
};
class B {
InvisibleFunctionality m_Invisible;
VisibleFunctionality m_Visible;
};
// client code uses VisibleFunctionality only
class ClientClass {
VisibleFunctionality m_Visible;
};
Well - if you want exactly what you've described, then friend is the best solution. Every coding standard recommends not using friend but where the alternative design is more complex - then maybe it's worth making an exception.
To solve the problem without friend will require a different architecture
One solution might be to use a form of the pImpl idiom where 'B' derives from the inner implementation object, while the other clients derive from the outer class.
Another might be to place an extra layer of inheritance between 'A' and the "other clients". Something like:
class A {
public:
void foo ();
void bar ();
};
class B : public A { // OK access to both 'foo' and 'bar'
};
class ARestricted : private A {
public:
inline void foo () { A::foo (); }; // Forwards 'foo' only
};
However, this solution still has it's problems. 'ARestricted' cannot convert to an 'A' so this would need to be solved by some other "getter" for 'A'. However, you could name this function in such a way as it cannot be called accidentally:
inline A & get_base_type_A_for_interface_usage_only () { return *this; }
After trying to think of other solutions, and assuming that your hierarchy needs to be as you describe, I recommend you just use friend!
EDIT: So xtofl suggested renaming the types 'A' to 'AInternal' and 'ARestricted' to 'A'.
That works, except I noticed that 'B' would no longer be an 'A'. However, AInternal could be inherited virtually - and then 'B' could derive from both 'AInternal' and 'A'!
class AInternal {
public:
void foo ();
void bar ();
};
class A : private virtual AInternal {
public:
inline void foo () { A::foo (); }; // Forwards 'foo' only
};
// OK access to both 'foo' and 'bar' via AInternal
class B : public virtual AInternal, public A {
public:
void useMembers ()
{
AInternal::foo ();
AInternal::bar ();
}
};
void func (A const &);
int main ()
{
A a;
func (a);
B b;
func (b);
}
Of course now you have virtual bases and multiple inheritance! Hmmm....now, is that better or worse than a single friend declaration?
I think you have a bigger problem here. Your design doesn't seem sound.
1) I think the 'friend' construct is problematic to begin with
2) if 'friend' isn't what you want, you need to re-examine your design.
I think you either need to do something that just gets the job done, using 'friend' or develop a more robust architecture. Take a look at some design patterns, I'm sure you'll find something useful.
EDIT:
After seeing your sample code, you definitely need to re-arch. Class A may not be under your control, so that's a little tricky, but maybe want you want to re-do Class B to be a "has-a" class instead of an "is-a" class.
public Class B
{
B()
{
}
void someFunc()
{
A a; //the private functions is now called and a will be deleted when it goes out of scope
}
};
I find this a interesting challenge. Here is how I would solve the problem:
class AProtectedInterface
{
public:
int m_pi1;
};
class B;
class A : private AProtectedInterface
{
public:
void GetAProtectedInterface(B& b_class);
int m_p1;
};
class B : public A
{
public:
B();
void SetAProtectedInterface(::AProtectedInterface& interface);
private:
::AProtectedInterface* m_AProtectedInterface;
};
class C : public A
{
public:
C();
};
C::C()
{
m_p1 = 0;
// m_pi1 = 0; // not accessible error
}
B::B()
{
GetAProtectedInterface(*this);
// use m_AProtectedInterface to get to restricted areas of A
m_p1 = 0;
m_AProtectedInterface->m_pi1 = 0;
}
void A::GetAProtectedInterface(B& b_class)
{
b_class.SetAProtectedInterface(*this);
}
void B::SetAProtectedInterface(::AProtectedInterface& interface)
{
m_AProtectedInterface = &interface;
}
If you where going to use this sort of pattern all the time, you could reduce the code by using templates.
template<class T, class I>
class ProtectedInterfaceAccess : public I
{
public:
void SetProtectedInterface(T& protected_interface)
{
m_ProtectedInterface = &protected_interface;
}
protected:
T& GetProtectedInterface()
{
return *m_ProtectedInterface;
}
private:
T* m_ProtectedInterface;
};
template<class T, class I>
class ProtectedInterface : private T
{
public:
void SetupProtectedInterface(I& access_class)
{
access_class.SetProtectedInterface(*this);
}
};
class Bt;
class At : public ProtectedInterface <::AProtectedInterface, Bt>
{
public:
int m_p1;
};
class Bt : public ProtectedInterfaceAccess<::AProtectedInterface, At>
{
public:
Bt();
};
class Ct : public At
{
public:
Ct();
};
Ct::Ct()
{
m_p1 = 0;
// m_pi1 = 0; // not accessible error
}
Bt::Bt()
{
SetupProtectedInterface(*this);
m_p1 = 0;
GetProtectedInterface().m_pi1 = 0;
}
If I understand:
A will be subclassed by other developers.
B will be subclassed by other developers and inherits from A.
A has some methods you don't want accessible to outside developers through B.
I don't think this can be done without using friend. There is no way I know of to make members of a superclass available only to direct inheritors.