Check if the function has been called in gtest - c++

In gtest framework, is there any way to check whether a function has been called? (without gmock, use gtest only)
for example:
class a
{
public:
void dd() {...};
void cc() {...};
void bb() {...};
void aa()
{
bb(cc(dd()));
}
};
void main ()
{
a dut;
dut.aa();
}
I do not care the function input and even the correctness of the output.
I just want to know if the function (e.g. aa()) has been triggered.
Is there any solution? Many thanks in advance!

without gmock, use gtest only
That's a very strict restriction. In general, you can't tell if a function was called. Gmock gets around this by generating mock functions that record the calls, arguments and can fake behavior based on runtime parameters.
Without this, you only have two options:
Observe a side effect of the function in question.
This is straightforward, but brittle: if you know there is a observable side effect of the function, you can check that:
class a
{
public:
a() : aa_flag(false) {}
void aa()
{
aa_flag = true;
}
bool aa_flag;
};
TEST(FuncCalled, CheckSideEffectFlag)
{
a dut;
dut.aa();
EXPECT_TRUE(dut.aa_flag);
}
You don't need to restrict yourself to flags that a function sets. Log messages and other side effects are also workable.
class a
{
public:
a() : aa_flag(false) {}
void aa()
{
LOG_INFO("aa called");
}
bool aa_flag;
};
TEST(FuncCalled, CheckSideEffectLog)
{
a dut;
dut.aa();
EXPECT_TRUE(LogContains("aa called"));
}
As mentioned above, this is a brittle solution, because you may be checking a side effect that randomly changes in the future. However, sometimes this is good enough.
Hotpatch the function to trace calls
This is nasty and I can't provide a complete example because the way to do this depends on your compiler and target. Basically, you instruct the compiler to generate the functions starting with a few no-op (not necessarily NOP) instructions. This allows you to take the address of the function, change these instructions to jump somewhere and then back. This is very useful because you can call a function that registers the return address and from that you can tell if a function was called or not. It was called iif the return address of aa() is registered.
You will need OS-specific calls to hotpatch your code and some knowledge of the CPU instructions you are running on. You obviously lose portability. I also don't know your requirements, but this probably isn't worth the trouble.
All in all, your best bet is gmock, if you want to stay in the boundaries of the standard. Virtual functions are the standard way of dynamic dispatch (which is what you would do if you were hotpatching your image).

Related

Is there a way to overload classes in a way similar to function overloading?

We can overload functions by giving them a different number of parameters. For example, functions someFunc() and someFunc(int i) can do completely different things.
Is it possible to achieve the same effect on classes? For example, having one class name but creating one class if a function is not called and a different class if that function is not called. For example, If I have a dataStorage class, I want the internal implementation to be a list if only add is called, but want it to be a heap if both add and pop are called.
I am trying to implement this in C++, but I am curious if this is even possible. Examples in other languages would also help. Thanks!
The type of an object must be completely known at the point of definition. The type cannot depend on what is done with the object later.
For the dataStorage example, you could define dataStorage as an abstract class. For example:
struct dataStorage {
virtual ~dataStorage() = default;
virtual void add(dataType data) = 0;
// And anything else necessarily common to all implementations.
};
There could be a "default" implementation that uses a list.
struct dataList : public dataStorage {
void add(dataType data) override;
// And whatever else is needed.
};
There could be another implementation that uses a heap.
struct dataHeap : public dataStorage {
void add(dataType data) override;
void pop(); // Maybe return `dataType`, if desired
// And whatever else is needed.
};
Functions that need only to add data would work on references to dataStorage. Functions that need to pop data would work on references to dataHeap. When you define an object, you would choose dataList if the compiler allows it, dataHeap otherwise. (The compiler would not allow passing a dataList object to a function that requires a dataHeap&.) This is similar to what you asked for, except it does require manual intervention. On the bright side, you can use the compiler to tell you which decision to make.
A downside of this approach is that changes can get messy. There is additional maintenance and runtime overhead compared to simply always using a heap (one class, no inheritance). You should do some performance measurements to ensure that the cost is worth it. Sometimes simplicity is the best design, even if it is not optimal in all cases.

Fastest way to make performance-critical method call polymorphic in C++?

I have the following problem. The class A has a set of methods compute1(), compute2(), compute3()... each having deeply nested loop where some performance-critical method is called. Depending on run-time conditions this method should be either func1() or func2():
class A {
public:
void compute1(){
for(i...)
for(j...)
for(k...)
// call func1(i,j,k) or func2(i,j,k)
}
void compute2(){
for(i...)
for(j...)
for(k...)
// call func1(i,j,k) or func2(i,j,k)
}
....
}
The call to func() is so performance-critical that no if statement inside func is acceptable. The number of compute() methods is large so making separate methods for each func is also not an option. Making func() virtual also doesn't work for performance reasons.
Due to design reasons I don't want to make class A a template (it is huge and contains tons of logic, so I don't want to put all this into a header file).
Are there any other solutions of this problem? It looks rather common to have several "backends" which are switched at runtime but I can't find an acceptable to way to achieve this...
A possible way would be to have the methods compute1(), etc. use templates themselves. The template would be used only to choose the appropriate inner function to call. For example :
template <typename FuncTrait>
void A::compute1(FuncTrait trait)
{
for (...)
choose_func(trait);
}
struct trait_1 {};
template <>
void choose_func<trait_1>(trait_1)
{
func1();
}
A possible way to invoke compute1():
a.compute1(trait_1());

How to write java like argument-level implementation of interface in C++?

One of the nice things in Java is implementing interface. For example consider the following snippet:
interface SimpleInterface()
{
public: void doThis();
}
...
SimpleInterface simple = new SimpleInterface()
{
#Override public doThis(){ /**Do something here*/}
}
The only way I could see this being done is through Lambda in C++ or passing an instance of function<> to a class. But I am actually checking if this is possible somehow? I have classes which implements a particular interface and these interfaces just contain 1-2 methods. I can't write a new file for it or add a method to a class which accepts a function<> or lambda so that it can determine on what to do. Is this strictly C++ limitation? Will it ever be supported?
Somehow, I wanted to write something like this:
thisClass.setAction(int i , new SimpleInterface()
{
protected:
virtual void doThis(){}
});
One thing though is that I haven't check the latest spec for C++14 and I wanted to know if this is possible somehow.
Thank you!
Will it ever be supported?
You mean, will the language designers ever add a dirty hack where the only reason it ever existed in one language was because those designers were too stupid to add the feature they actually needed?
Not in this specific instance.
You can create a derived class that derives from it and then uses a lambda, and then use that at your various call sites. But you'd still need to create one converter for each interface.
struct FunctionalInterfaceImpl : SimpleInterface {
FunctionalInterfaceImpl(std::function<void()> f)
: func(f) {}
std::function<void()> func;
void doThis() { func(); }
};
You seem to think each class needs a separate .h and .cpp file. C++ allows you to define a class at any scope, including local to a function:
void foo() {
struct SimpleInterfaceImpl : SimpleInterface
{
protected:
void doThis() override {}
};
thisClass.setAction(int i , new SimpleInterfaceImpl());
}
Of course, you have a naked new in there which is probably a bad idea. In real code, you'd want to allocate the instance locally, or use a smart pointer.
This is indeed a "limitation" of C++ (and C#, as I was doing some research some time ago). Anonymous java classes are one of its unique features.
The closest way you can emulate this is with function objects and/or local types. C++11 and later offers lambdas which are semantic sugar of those two things, for this reason, and saves us a lot of writing. Thank goodness for that, before c++11 one had to define a type for every little thing.
Please note that for interfaces that are made up of a single method, then function objects/lambdas/delegates(C#) are actually a cleaner approach. Java uses interfaces for this case as a "limitation" of its own. It would be considered a Java-ism to use single-method interfaces as callbacks in C++.
Local types are actually a pretty good approximation, the only drawback being that you are forced to name the types (see edit) (a tiresome obligation, which one takes over when using static languages of the C family).
You don't need to allocate an object with new to use it polymorphically. It can be a stack object, which you pass by reference (or pointer, for extra anachronism). For instance:
struct This {};
struct That {};
class Handler {
public:
virtual ~Handler ();
virtual void handle (This) = 0;
virtual void handle (That) = 0;
};
class Dispatcher {
Handler& handler;
public:
Dispatcher (Handler& handler): handler(handler) { }
template <typename T>
void dispatch (T&& obj) { handler.handle(std::forward<T>(obj)); }
};
void f ()
{
struct: public Handler {
void handle (This) override { }
void handle (That) override { }
} handler;
Dispatcher dispatcher { handler };
dispatcher.dispatch(This {});
dispatcher.dispatch(That {});
}
Also note the override specifier offered by c++11, which has more or less the same purpose as the #Override annotation (generate a compile error in case this member function (method) does not actually override anything).
I have never heard about this feature being supported or even discussed, and I personally don't see it even being considered as a feature in C++ community.
EDIT right after finishing this post, I realised that there is no need to name local types (naturally), so the example becomes even more java-friendly. The only difference being that you cannot define a new type within an expression. I have updated the example accordingly.
In c++ interfaces are classes which has pure virtual functions in them, etc
class Foo{
virtual Function() = 0;
};
Every single class that inherits this class must implement this function.

interface implementation with additional default arguments?

I have a question about implementing interface in C++:
Suppose there is an interface:
class A
{
virtual void f() = 0;
};
When implementing this, I wonder if there's a way to do something like:
class B : public A {
void f(int arg=0) {....} // unfortunately it does not implement f() this way
};
I want to keep the iterface clean. When client code calls through public interface A, arg is always set to 0 automatically. However when I call it through B, I have the flexibility to call it with arg set to some different value. Is it achievable?
EDIT: Since I control the interface and implementation, I am open to any suggestions, Macros, templates, functors, or anything else that makes sense. I just want to have a minimal and clean code base. The class is big, and I don't want to write any code that not absolutely necessary - e.g. another function that simply forwards to the actual implementation.
EDIT2: Just want to clarify a bit: The public interface is provided to client. It is more restrictive than Class B interface, which is only used internally. However the function f() is essentially doing the same thing, other than minor different treatment based on input arg. The real class has quite some interface functions, and the signature is complex. Doing function forwarding quickly results in tedious code repetition, and it pollutes the internal interface for B. I wonder what is the best way to deal with this in C++.
Thanks!
Yes, just make two separate functions:
class B : public A {
void f() { return f(0); }
void f(int arg) { .... }
};
When you have an interface, the basic principle should be that a function ALWAYS takes the same arguments and ALWAYS operates in the same way, no matter what the derived class is doing. Adding extra arguments is not allowed, because that presumes that the "thing" that operates on the object "knows" what the argument is/does.
There are several ways around this problem - thre that spring to mind immediately are:
Add the argument to the interface/baseclass.
Don't use an argument, but some extra function that [when the derived object is created or some other place that "knows the difference"] stores the extra information inside the object that needs it.
Add another class that "knows" what the argument is inside the class.
An example of the second one would be:
class B: public A
{
private:
int x;
public:
B() x(0) { ... } // default is 0.
void f() { ... uses x ... }
void setX(int newX) { x = newX; };
int getX() { return x; }
};
So, when you want to use x with another value than zero, you call bobject->setX(42); or something like that.
From your descriptions I'd say you should provide two classes, both with a specific responsibility: One to implement the desired functionality, the other to provide the needed interface to the client. That way you separate concerns and dont violate the SRP:
class BImpl {
public:
doF(int arg);
};
class B : public A {
BImpl impl;
public:
virtual void f() override {
impl.doF(0);
}
};
Doing function forwarding quickly results in tedious code repetition, and it pollutes the internal interface for B. I wonder what is the best way to deal with this in C++.
It sounds like you need to write a script to automate part of the process.

Virtual Methods or Function Pointers

When implementing polymorphic behavior in C++ one can either use a pure virtual method or one can use function pointers (or functors). For example an asynchronous callback can be implemented by:
Approach 1
class Callback
{
public:
Callback();
~Callback();
void go();
protected:
virtual void doGo() = 0;
};
//Constructor and Destructor
void Callback::go()
{
doGo();
}
So to use the callback here, you would need to override the doGo() method to call whatever function you want
Approach 2
typedef void (CallbackFunction*)(void*)
class Callback
{
public:
Callback(CallbackFunction* func, void* param);
~Callback();
void go();
private:
CallbackFunction* iFunc;
void* iParam;
};
Callback::Callback(CallbackFunction* func, void* param) :
iFunc(func),
iParam(param)
{}
//Destructor
void go()
{
(*iFunc)(iParam);
}
To use the callback method here you will need to create a function pointer to be called by the Callback object.
Approach 3
[This was added to the question by me (Andreas); it wasn't written by the original poster]
template <typename T>
class Callback
{
public:
Callback() {}
~Callback() {}
void go() {
T t; t();
}
};
class CallbackTest
{
public:
void operator()() { cout << "Test"; }
};
int main()
{
Callback<CallbackTest> test;
test.go();
}
What are the advantages and disadvantages of each implementation?
Approach 1 (Virtual Function)
"+" The "correct way to do it in C++
"-" A new class must be created per callback
"-" Performance-wise an additional dereference through VF-Table compared to Function Pointer. Two indirect references compared to Functor solution.
Approach 2 (Class with Function Pointer)
"+" Can wrap a C-style function for C++ Callback Class
"+" Callback function can be changed after callback object is created
"-" Requires an indirect call. May be slower than functor method for callbacks that can be statically computed at compile-time.
Approach 3 (Class calling T functor)
"+" Possibly the fastest way to do it. No indirect call overhead and may be inlined completely.
"-" Requires an additional Functor class to be defined.
"-" Requires that callback is statically declared at compile-time.
FWIW, Function Pointers are not the same as Functors. Functors (in C++) are classes that are used to provide a function call which is typically operator().
Here is an example functor as well as a template function which utilizes a functor argument:
class TFunctor
{
public:
void operator()(const char *charstring)
{
printf(charstring);
}
};
template<class T> void CallFunctor(T& functor_arg,const char *charstring)
{
functor_arg(charstring);
};
int main()
{
TFunctor foo;
CallFunctor(foo,"hello world\n");
}
From a performance perspective, Virtual functions and Function Pointers both result in an indirect function call (i.e. through a register) although virtual functions require an additional load of the VFTABLE pointer prior to loading the function pointer. Using Functors (with a non-virtual call) as a callback are the highest performing method to use a parameter to template functions because they can be inlined and even if not inlined, do not generate an indirect call.
Approach 1
Easier to read and understand
Less possibility of errors (iFunc cannot be NULL, you're not using a void *iParam, etc
C++ programmers will tell you that this is the "right" way to do it in C++
Approach 2
Slightly less typing to do
VERY slightly faster (calling a virtual method has some overhead, usually the same of two simple arithmetic operations.. So it most likely won't matter)
That's how you would do it in C
Approach 3
Probably the best way to do it when possible. It will have the best performance, it will be type safe, and it's easy to understand (it's the method used by the STL).
The primary problem with Approach 2 is that it simply doesn't scale. Consider the equivalent for 100 functions:
class MahClass {
// 100 pointers of various types
public:
MahClass() { // set all 100 pointers }
MahClass(const MahClass& other) {
// copy all 100 function pointers
}
};
The size of MahClass has ballooned, and the time to construct it has also significantly increased. Virtual functions, however, are O(1) increase in the size of the class and the time to construct it- not to mention that you, the user, must write all the callbacks for all the derived classes manually which adjust the pointer to become a pointer to derived, and must specify function pointer types and what a mess. Not to mention the idea that you might forget one, or set it to NULL or something equally stupid but totally going to happen because you're writing 30 classes this way and violating DRY like a parasitic wasp violates a caterpillar.
Approach 3 is only usable when the desired callback is statically knowable.
This leaves Approach 1 as the only usable approach when dynamic method invocation is required.
It's not clear from your example if you're creating a utility class or not. Is you Callback class intended to implement a closure or a more substantial object that you just didn't flesh out?
The first form:
Is easier to read and understand,
Is far easier to extend: try adding methods pause, resume and stop.
Is better at handling encapsulation (presuming doGo is defined in the class).
Is probably a better abstraction, so easier to maintain.
The second form:
Can be used with different methods for doGo, so it's more than just polymorphic.
Could allow (with additional methods) changing the doGo method at run-time, allowing the instances of the object to mutate their functionality after creation.
Ultimately, IMO, the first form is better for all normal cases. The second has some interesting capabilities, though -- but not ones you'll need often.
One major advantage of the first method is it has more type safety. The second method uses a void * for iParam so the compiler will not be able to diagnose type problems.
A minor advantage of the second method is that it would be less work to integrate with C. But if you're code base is only C++, this advantage is moot.
Function pointers are more C-style I would say. Mainly because in order to use them you usually must define a flat function with the same exact signature as your pointer definition.
When I write C++ the only flat function I write is int main(). Everything else is a class object. Out of the two choices I would choose to define an class and override your virtual, but if all you want is to notify some code that some action happened in your class, neither of these choices would be the best solution.
I am unaware of your exact situation but you might want to peruse design patterns
I would suggest the observer pattern. It is what I use when I need to monitor a class or wait for some sort of notification.
For example, let us look at an interface for adding read functionality to a class:
struct Read_Via_Inheritance
{
virtual void read_members(void) = 0;
};
Any time I want to add another source of reading, I have to inherit from the class and add a specific method:
struct Read_Inherited_From_Cin
: public Read_Via_Inheritance
{
void read_members(void)
{
cin >> member;
}
};
If I want to read from a file, database, or USB, this requires 3 more separate classes. The combinations start to be come very ugly with multiple objects and multiple sources.
If I use a functor, which happens to resemble the Visitor design pattern:
struct Reader_Visitor_Interface
{
virtual void read(unsigned int& member) = 0;
virtual void read(std::string& member) = 0;
};
struct Read_Client
{
void read_members(Reader_Interface & reader)
{
reader.read(x);
reader.read(text);
return;
}
unsigned int x;
std::string& text;
};
With the above foundation, objects can read from different sources just by supplying different readers to the read_members method:
struct Read_From_Cin
: Reader_Visitor_Interface
{
void read(unsigned int& value)
{
cin>>value;
}
void read(std::string& value)
{
getline(cin, value);
}
};
I don't have to change any of the object's code (a good thing because it is already working). I can also apply the reader to other objects.
Generally, I use inheritance when I am performing generic programming. For example, if I have a Field class, then I can create Field_Boolean, Field_Text and Field_Integer. In can put pointers to their instances into a vector<Field *> and call it a record. The record can perform generic operations on the fields, and doesn't care or know what kind of a field is processed.
Change to pure virtual, first off. Then inline it. That should negate any method overhead call at all, so long as inlining doesn't fail (and it won't if you force it).
May as well use C, because this is the only real useful major feature of C++ compared to C. You will always call method and it can't be inlined, so it will be less efficient.