Background Info
I am writing a graph-drawing program. I have encountered a problem with templates and inheritance, and I do not know how to proceed. I do not know how I should design my code to enable me to do what I am trying to do. (Explanation below.)
Target
I have a template class, which represents "data". It looks something like the following:
template<typename T>
class GraphData
{
std::vector<T> data_x;
std::vector<T> data_y; // x and y should be held in separate vectors
}
This class is part of an inheritance hierarchy involving several classes.
The hierarchy looks something like this... (Sorry this is from my notes, awful diagram.)
Explanation
There is a base class. No real reason to have it right now, but I anticipate using it later.
Base_Legend adds functionality for legend drawing. New members added include a std::string, and Get/Set functions.
Base_Drawable adds a pure abstract = 0 member. void Draw(...). This is to force overloading in all inherited objects which are drawable.
GraphData_Generic adds functionality for adding/removing data points to a set of vectors. These are pure abstract methods, and must be overridden by any data classes which inherit.
GraphData and HistogramData are 2 data types which have implementations of the functions from GraphData_Generic. (No implementation of Draw().)
GraphData_GenericDrawable doesn't do anything. It is to be used as a base class pointer, so that a vector of these objects can be used as data (add/remove data points) and can be draw (using void Draw()). This class also can be used to call the Get()/Set() methods for the std::string to be used in the legend.
Finally, at the bottom are GraphData_Drawable and HistogramData_Drawable which overload the void Draw() function. This code specifies exactly how the data should be drawn, depending on whether we have a Histogram or general set of data points.
Problem
Currently, I am using template types. The type of data for the datapoints / histogram bin values is specified by using a template.
For example, one can have a HistogramData<double, HistogramData_Drawable<double>, HistogramData_Drawable<int>, etc... Similarly, one can have GraphData<double>, GraphData<float>, GraphData_Drawable`, etc...
So hopefully it should be fairly obvious what's going on here without me uploading my ~ 10000 lines of code...
Right, so, in addition I have some class Graph, which contains a std::vector<GraphData_Generic_Drawable*>, hence the use of the base class pointer, as suggested above.
BUT! One has to decide what type of data should be used as the underlying type. I MUST choose either std::vector<GraphData_Generic_Drawable<double>*> or std::vector<GraphData_Generic_Drawable<float>*>.
This isn't useful, for obvious reasons! (I could choose double and force the user to convert all values manually, but that's just an easy way out which creates more work later on.)
A (very) ugly solution would be to have a std::vector<> for each possible type... int long unsigned long long double float unsigned char... etc...
Obviously this is going to be hideous and essentially repeat loads of code..
So, I intend to implement an AddData method which adds data to that vector, and I also currently have the following method:
// In class Graph
void DrawAll()
{
for(std::vector<GraphData_Drawable*>::iterator it = m_data.begin(); it != m_data.end(); ++ it)
(*iterator)->Draw(arguments);
} // Draw function takes arguments including a canvas to draw to, but this isn't directly relevant to the question
Which iterates over the vector and calls Draw for each set of data in there.
How to fix it?
My current thoughts are something along the lines of; I need to implement some sort of interface for an underlying data class, which retrieves values independent of the underlying type. But this is only a very vague initial idea and I'm not really sure how I would go about implementing this, hence the question... I'm not sure this is even what I should be doing...
If this isn't clear ask me a question and I'll update this with more details.
Related
I am currently struggling with the design of an application of the visualization and manipulation of sensor data. I have a database that contains several STL-containers with measured data in it.
std::unordered_map<std::string, std::array<uint16_t, 3366>> data1;
std::unordered_map<std::string, QImage> data2;
std::unordered_map<std::string, std::vector<Point3D>> data3;
I also have different Views (mostly Qt-based) and each view should be associated with a model which is specific to one of the data sets. So data1 is supposed to be processed and manipulated in a class called model1 which is then displayed by means of a class view1 and so forth.
But I cant seem to find a suitable design structure to incorporate this idea. the models grant access to their processed data, but that data is contained in different container structures as given above. That makes it unfeasible to use inheritance with a pure virtual function in the base class like
std::map<...,...> getModelData() = 0;
The initial idea of this inheritance was to avoid code duplication but that doesnt seem to be the right solution here. I know that Qt in their "Model-View" concepts makes use of their QVariant class to have maximum flexibility in terms of types being returned. However, I am wondering, what is the best solution with standard C++ here? I read a lot about striving for loose-coupling, code reuseability, Dependendy Inversion and how to favour composition over inheritance but I do have problems putting these theoretical advise into practice and end up with code bloat and repetitive code most of the times. Can you help me?
Maybe you can give more code but so far, I can give a few hints:
-Can you use QMap instead of std::unordered_map ? It is more agile if you need to tangle with a UI
-Maybe make your second argument of the list a common base type like (code not tested, treat as pseudo code)
class BaseDataClass
{
public:
int getType();
QImage* getImageData();
std::array<uint16_t, 3366>>& getArray();
std::vector<Point3D>>& getVector();
private:
int mType;
BaseDataClass(); //hide ctor or make abstract, as you wish
}
You can avoid code duplicating with this. Make three new classes that each inherit from BaseDataClass. You can then make a method that iterates over all BaseDataClass, checks the type (e.g. 1=QImage; 2 = array ; 3 = vector), and exectues the right method according to the type (get QImage from all type 1`s ...). You also can cast the pointer to the right type then. Which makes it even better if your derived classes gain more and more functionality (like sorting or validating data)
I'm fairly new to c++ templates.
I have a class whose constructor takes two arguments. It's a class that keeps a list of data -- it's actually a list of moves in a chess program.
I need to keep my original class as it's used in other places, but I now need to pass extra arguments to the class, and in doing so have a few extra private data members and specialize only one of the private methods -- everything else will stay the same. I don't think a derived class helps me here, as they aren't going to be similar objects, and also the private methods are called by the constructor and it will call the virtual method of the base class -- not the derived method.
So I guess templates are going to be my answer. Just looking for any hints about how might proceed.
Thanks in advance
Your guess is wrong. Templates are no more the answer for your problem than inheritance is.
As jtbandes said in comment below your question, use composition.
Create another class that contains an instance of your existing class as a member. Forward or delegate operations to that contained object as needed (i.e. a member function in your new class calls member functions of the contained object). Add other members as needed, and operations to work with them.
Write your new code to interact with the new class. When your new code needs to interact with your old code, pass the contained object (or a reference or a pointer to it) as needed.
You might choose to implement the container as a template, but that is an implementation choice, and depends on how you wish to reuse your container.
Templates are used when you want to pass at compile time parameter like values,typenames, or classes. Templates are used when you want to use exactly the same class with the same methods, but applying it to different parameters. The case you described is not this I think.
If they aren't goign to be similar objects you may want to create a specialized class (or collections of function) to use from the various other classes.
Moreover you can think of creating a base class and extending it as needed. Using a virtual private method should allow you to select the method implementation of the object at runtime instead of the method of the base class.
We may help you more if you specify what does they need to share, what does your classes have in common?
The bare bones of my present code looks like this:
class move_list{
public:
move_list(const position& pos, unsigned char ply):pos_(pos),ply_(ply){
//Calculates moves and calls add_moves(ply,target_bitboard,flags) for each move
}
//Some access functions etc...
private:
//private variables
void add_moves(char,Bitboard,movflags);
};
Add_moves places the moves on a vector in no particular order as they are generated. My new class however, is exactly the same except it requires extra data:
move_list(const position& pos, unsigned char ply,trans_table& TT,killers& kill,history& hist):pos_(pos),ply_(ply),TT_(TT),kill_(kill),hist_(hist) {
and the function add_moves needs to be changed to use the extra data to place the moves in order as it receives them. Everything else is the same. I guess I could just write an extra method to sort the list after they have all been generated, but from previous experience, sorting the list as it receives it has been quicker.
This is a basic OO design question. I'm writing classes in C++ to represent items in a flow chart according to an input C file that have been parsed.
Simply we have 2 types of items (classes) : FlowChartActionItem and FlowChartConditionItem.
These represent Actions and Decision/Condition elements of a flowchart respectively. And they also represent Statements and If-conditions respectively, that existed in the input C file. Both classes inherit FlowChartItem.
Each sub-classes has a number of pointers to the items that comes after them; yes, we have a graph, with nodes(items) and links(pointers). But the FlowChartActionItem has only one outward pointer while the FlowChartConditionItem has 3 outward pointers (for the then-statements branch, the else-statements branch and a pointer to whatever comes after the both branches of the if-condition.
My problem is writing a neat setter for the outward pointers (nextItems). Take a look at the classes :
class FlowChartItem
{
public:
//I **need** this setter to stay in the parent class FlowChartItem
virtual void SetNextItem(FlowChartItem* nextItem, char index) = NULL;
};
-
class FlowChartActionItem:public FlowChartItem
{
public:
FlowChartItem* nextItem; //Only 1 next item
public:
void SetNextItem(FlowChartItem* nextItem, char index);
};
-
class FlowChartConditionItem: public FlowChartItem
{
public:
FlowChartItem* nextItem;
FlowChartItem* trueBranchItem;
FlowChartItem* falseBranchItem; //we have 3 next items here
public:
void SetNextItem(FlowChartItem* nextItem, char index);
};
I needed a generic setter that doesn't depend on the number of pointers the sub-class is having.
As you see I've used char index to tell the setter which pointer is to be set. But I don't like this and I need to make things neater. Because code won't be readable e.g :
item1.setNextItem(item2,1);
we don't remember what the 1 means? the then-branch ? the else ? ??
The obvious answer is to define an enum in FlowCharItem, but then we'll have one of two problems :
1- Enum values will be defined Now and will thus be tailored for the current sub-classes FlowChartActioItem and FlowChartConditionItem, so calls to SetNextItem on future sub-classes will have very bad readability. And even worse, they cannot have more than 3 outward pointers!
2- Solve the 1st problem by making developers of the future sub-classes edit the header file of FlowChartItem and add whatever values in the enum ! of course not acceptable!
What solution do I have in order to keep
-good readability
-neat extensibility of my classes ??
This is a form of a common architecture dilemma. Different child classes have a shared behavior that differs slightly and you need to somehow extract the common essence to the base class in a way that makes sense. A trap that you will typically regret is to let the child class functionality bleed into the parent class. For instance I would not recommend a set of potential enum names for types of output connections defined in FlowChartItem. Those names would only make sense in the individual child nodes that use them. It would be similarly bad to complicate each of your sub classes to accommodate the design of their siblings. Above all things, KIS! Keep. It. Simple.
In this case, it feels like you're overthinking it. Design your parent class around the abstract concept of what it represents and how it will be used by other code, not how it's inheritors will specialize it.
The name SetNextItem could just be changed to make it more clear what both of the parameters do. It's only the "next" item in the sense of your entire chart, not in the context of a single FlowChartItem. A flow chart is a directed graph and each node would typically only know about itself and it's connections. (Also, you're not writing visual basic, so containers index starting from 0! :-) )
virtual void SetOutConnectionByIndex(FlowChartItem* nextItem, char index);
Or if you prefer shorter names, then you could set the "N'th" output item: SetNthOutItem.
Since it not valid to set a child using an out-of-range index, then you probably want to have another pure virtual function in FlowChartItem that returns the maximum number of supported children and make SetChildByIndex return a success/failure code (or if you're one of those people, throw an exception) if the index is out of range.
virtual bool SetChildByIndex(FlowChartItem* item, char index);
Now... having written all that, I start to wonder about the code you have that will call this function. Does it really only know about each node as a FlowChartItem, but still needs to set it's children in a particular order which it doesn't know the significance of? This might be valid if you have other code which is aware of the real item types and the meaning of their child orderings and that code is providing the item pointers and their index numbers to the code that does the setting. Maybe de-serialization code, but this is not the right way to handle serialization. Is FlowChartItem exposed through a strict API and the chart is built up by code that knows of the different types of flow chart items but does not have access to the actual classes? Maybe valid in that case, but I'm speculating now well beyond the details you've provided.
But if this function is only going to be called by code that knows the real item type, has access to the actual class, and knows what the index means, then this probably shouldn't be in the base class at all.
I can, however, imagine lots of types of code that would need to fetch a FlowChartItem's children in order, without knowing the significance of that order. Code to draw your flow chart, code to execute your flow-chart, whatever. If you cut your question down for brevity and are also thinking about similar getter method, then the above advice would apply (though you could also consider an iterator pattern).
I'm sidestepping your dubious need for a "generic" SetNextItem in the base class, and will propose a way you can implement your idea.
You could store FlowChartItem* items in a std::map<std::string, FlowChartItems*> (what I call an adjacency map), and set the items by name. This way, subclasses can have as many adjacencies as they want and there's no need to maintain a central enum of adjacency types.
class FlowChartItem
{
public:
virtual void SetAdjacency(FlowChartItem* item, const std::string &type)
{
// Enforce the use of a valid adjacency name
assert(NameSet().count(type) != 0);
adjacencyMap_[name] = nextItem
}
protected:
// Subclasses must override this and return a set of valid adjacency names
const std::set<std::string>& NameSet() = 0;
std::map<std::string, FlowChartItem*> adjacencyMap_;
};
class FlowChartActionItem : public FlowChartItem
{
public:
// Convenience member function for when we're dealing directly
// with a FlowChartActionItem.
void SetNextItem(FlowChartItem* item) {SetAdjacency(item, "next");}
protected:
const std::set<std::string>& NameSet()
{
// Initialize static nameSet_ if emtpy
return nameSet_;
}
private:
// One set for the whole class (static).
const static std::set<std::string> nameSet_;
static std::set<std::string> MakeNameSet()
{
std::set<std::string> names;
names.insert("next");
return names;
}
}
// Initialize static member
const std::set<std::string> FlowChartActionItem::nameSet_ =
FlowChartActionItem::MakeNameSet();
Usage:
item1.SetAdjacency(&item2, "next");
I needed a generic setter that doesn't depend on the number of
pointers the sub-class is having.
The only way to have a mutable structure like this is to allow the client to access a data structure, say, std::vector<FlowChartItem*> or std::unordered_map<unsigned int, FlowChartItem*> or whatever. They can read it and set the values.
Fundamentally, as long as you're trying to dynamically set static items, you're going to have a mess. You're trying to implement your own, highly primitive, reflection system.
You need to have dynamic items if you want them to be dynamically set without a language-built-in reflection system or endlessly wasting your life jerking around trying to make it work.
As a bonus, if you have something like that, the use case for your derived classes just got a lot lower, and you could maybe even get rid of them. WinRARâ„¢.
I am designing an application, where multiple geometric primitive types (all inheriting the base Primitive class) are stored in an object of class Scene.
Instead of having a function in my main() that programmatically creates a scene by constructing the primitives and then calling Scene::add(...), I'd like to have some sort of configuration file that is read at runtime.
This would save me from having to recompile every time I change something about the scene, and seems like a general good idea (in case someone else that can't program might need to use my program sometime)
I've devised a little scheme that defines the scene through a .ini file like so:
[primitivefoo]
type = sphere
pos = 10 20 30
radius = 5.5
[primitivebar]
type = triangle
vertexA = 10 10 -10
vertexB = ...
...
You get the idea.
My plan is to have each subclass of Primitive register their own method interpretINI(...) in the class Scene. Scene would need some sort of map that maps string->void* (...), so that I know which type-string from the .ini file corresponds to which subclass of Primitive.
If this entire approach is bad design, and there is already a much more elegant way to achieve what I want to achieve, I would love to hear it. If not, I would be very grateful if someone could help me realize my design. I'm stuck on how to iterate over all Primitive subclasses to have them register themselves in Scene...
Your approach sounds good to me, with the exception that the names should map to a function returning Primitive* (instead of void*). This is a factory pattern (on two levels)
One limitation of this approach is that the factory functions registered will have to accept the same number/type of parameters. [Update: upon reading your comment to your question, this should not be a problem in your case].
I do not know of any automatic way of enumerating subclasses of a particular class, you will need to manually register the known classes (in main, or a special register function)
Update: you could get around the subclass enumeration by using static variables (in-class or otherwise) that will run a "register" function specific to the class-in-question:
class MyShape : public Shape
{
static int reg;
// appropriate constructor
};
int registerMyShape();
int MyShape::reg = registerMyShape(); // this will be called at program startup
The only problem is, there is no guarantee about the static initialization order in separate compilation units. Maybe if you can make the shapes module-like and "load" them after the registry class is fully initialized?
So, a quick summary of why I'm trying to do this:
I'm making a space flight program, wherein (once I code in more than one ship) I will be able to store different ships, e.g. craft[HAB], craft[AYSE], craft[ISS], and so forth. At the moment, I have only coded in one ship, and I declare it like so:
enum craft {HAB, CRAFTMAX};
...
[declaring ship class here]
...
ship craft[CRAFTMAX];
However, not all ships will be the same structure. For example, HAB (short for Habitat) will be a circle with three engine pods on the bottom, AYSE will be a space station with a tube going to the centre, and docking lights, and so forth. I am making these functions draw a vector to the screen.
At the moment, I have declared ship::draw, and I just use this to draw the Hab. However, I want to be able to modify each draw function to draw that ship, i.e. craft[AYSE].draw() will have a different declaration than craft[HAB].draw().
I've thought, and looked up different ways to do this, but I haven't gotten much success. I'd still like to be able to iterate through all the crafts for ease of calculating gravity and collisions. But I'm guessing if it's impossible to individually declare functions when they are elements of an array, it won't be too much trouble to declare each ship individually, as there will only be 10, max.
Here is my git repository that is storing this, if you want to take a look at any other code. It is definitely a bit unorganized, as it is a monopoly project, and I only ever see myself using it.
Any of you tried to do this? I'm sure there must be a few people out there!
And thanks in advance.
I think you will be much better by using a base class for a Ship object, then deriving from this base class for the different types of ships. Then use some container that allows you to iterate through all ship objects and call the respective functions. Like:
class Ship {
public:
virtual void draw() const = 0;
};
class HAB : public Ship {
virtual void draw() const;
};
class AYSE : public Ship {
virtual void draw() const;
};
Then using a container like:
vector<Ship> ships;
ship.insert(HAB());
ship.insert(AYSE());
// to draw
for_each(ships.begin(), ships.end(), mem_fn(&Ship::draw));
I came up with this fairly quick so you will have to work out the details. The way you are thinking of doing it is not very OO and will have problems in terms of maintenance (think Single Point of Maintenance).
I don't like the look of your code - using the word craft as both a type identifier and a variable identifier...
But from your question it looks like you want to use inheritance. So you declare a
class ship {
// put here all methods that all ships have and that are the same
// and all data that all ships.
virtual void Draw( ) = 0; // subclasses of ship are forced to implement their own Draw
// etc.
};
Now when you want an array of ships, make it an array of pointers to ship. You can then put in pointers to the subclasses, and use dynamic_cast to get pointers back to the subclasses when you need them. But by calling A[4]->Draw() you will get whatever Draw routine is appropriate for the object in location 4 of the array.
The OO way would be to create a hierarchy of types, with each type representing one of the types of aircrafts. Use virtual functions to provide different implementations for the common interface (declared in the base class).
Once you have this, you will need to store the objects in the container polymorphically (i.e. not the object, but rather a smart pointer to the objects). The (smart) pointers would be of the base type and the objects of the actual types. I would recommend that you use a higher level container rather than arrays (i.e. std::vector<std::unique_ptr<ship>>)
You'll probably want to declare a base class and implement each type of ship as child classes.
class HAB: public ship{
//code here
};
For more information on inheritance: see this tutorial.
The colon shows that HAB inherits member data and function from the class ship. This way you can define some functions uniquely in each of the child classes while still having them share important functions with the base class. For example each ship type is likely to have similar member functions like get_position() whereas a draw function depends specifically on each ship type.
The beauty of polymorphism is that you can refer to the child classes as their parent class. So you can make an array of ship * (ship pointers) to refer to an array of child classes.
ship * array[CRAFTMAX];
array[0]=new HAB;
However before using this sort of thing you should be really up on your pointers because mismanagement can result in memory leaks. That is, you allocate memory and never free it up.
This website has some nice instruction in polymorphism.