I want to achieve something similar in c++. This here is a c# code. I want to avoid raw pointers as much as possible.
class Program
{
public class Foo
{
public int v1;
public int v2;
public Foo(int a, int b)
{
v1 =a; v2 =b;
}
};
public class Bar
{
public static void getFoo(out Foo fooObj)
{
fooObj = new Foo(1,2);
}
};
static void Main()
{
Foo fooObj = null;
Bar.getFoo(out fooObj);
Console.WriteLine("Foo.v1="+fooObj.v1);
Console.WriteLine("Foo.v2="+fooObj.v2);
}
}
Here goes my attempt to convert your C# code into C++. However, once you run it you need to do proper research on how to use use all the features I've used here. unique_ptr will basically manage the "raw" pointer for you (which is what you want, and it will free it once it goes out of scope). I've added an improved version using variadic templates so you can pass any number of arguments of any type to dynamically create your Foo class.
#include <memory>
#include <iostream>
class Foo
{
public:
int v1;
int v2;
Foo(int a, int b)
{
v1 =a; v2 =b;
}
};
class Bar
{
public:
// This is what your function looks like in C++
static void getFoo(std::unique_ptr<Foo>& fooObj)
{
fooObj = std::make_unique<Foo>(1, 2);
}
// This is a better implementation.
template<typename ...Args>
static void getFoo_improved(std::unique_ptr<Foo>& fooObj, Args&&... args)
{
fooObj = std::make_unique<Foo>(std::forward<Args>(args)...);
}
// This is the one used more often in C++ tho.
template<typename ...Args>
static std::unique_ptr<Foo> getFoo_improved_x2(Args&&... args)
{
return std::make_unique<Foo>(std::forward<Args>(args)...);
}
};
int main()
{
std::unique_ptr<Foo> fooObj = nullptr; //nullptr is not needed tho
Bar::getFoo(fooObj);
std::unique_ptr<Foo> fooObj_alt = nullptr; //nullptr is not needed tho
Bar::getFoo_improved(fooObj_alt, 9, 10);
//This is as fast as the other two
auto fooObj_alt_x2 = Bar::getFoo_improved_x2(50, 60);
std::cout << "Foo.v1=" << fooObj->v1 << std::endl;
std::cout << "Foo.v2=" << fooObj->v2 << std::endl;
std::cout << "Foo_alt.v1=" << fooObj_alt->v1 << std::endl;
std::cout << "Foo_alt.v2=" << fooObj_alt->v2 << std::endl;
std::cout << "Foo_alt_x2.v1=" << fooObj_alt_x2->v1 << std::endl;
std::cout << "Foo_alt_x2.v2=" << fooObj_alt_x2->v2 << std::endl;
return 0;
}
Related
A performance bottleneck of my program is frequent calls to functions like following update functions.
Given that flag parameter is always a bool literal, I want to "unroll" the update function to two versions, one with flag=true and one with flag=false, to avoid branch prediction failure.
for normal functions, a bool template parameter can solve this problem easily.
However, template cannot be applied to virtual functions.
I can create two virtual functions manually, but then I have to copy the long code part. It makes futher development harder.
Is there anyway allowing me to write two versions in one function, controlled by a compiling-time constant flag?
#include <iostream>
#include <random>
using std::cout;
using std::endl;
struct Base
{
virtual void update(bool flag) = 0;
};
struct Derived1 : public Base
{
void update(bool flag)
{
if (flag)
{
// some computations
cout << "Derived1 flag=true" << endl;
}
else
{
// some computations
cout << "Derived1 flag=false" << endl;
}
// long code containing several flag-conditioned blocks like the block above
cout << "Derived1" << endl;
}
};
struct Derived2 : public Base
{
void update(bool flag)
{
if (flag)
{
// some computations
cout << "Derived2 flag=true" << endl;
}
else
{
// some computations
cout << "Derived2 flag=false" << endl;
}
// long code containing several flag-conditioned blocks like the block above
cout << "Derived2" << endl;
}
};
int main()
{
Base *p;
srand(time(nullptr));
if (rand() % 2 == 1)
{
p = new Derived1();
}
else
{
p = new Derived2();
}
p->update(false);
p->update(true);
}
Unfortunately, there is no such thing as virtual templates. What can be done however is to create several virtual functions taking an integral (boolean in this particular case) constant, if the flag is really a compile time literal:
#include <iostream>
#include <random>
#include <type_traits>
#include <memory>
using std::cout;
struct Base
{
virtual void updateSeparate(std::true_type) = 0;
virtual void updateSeparate(std::false_type) = 0;
};
struct Derived1 : public Base
{
void updateSeparate(std::true_type)
{
cout << "Derived1 flag=true\n";
updateCommonImpl();
}
void updateSeparate(std::false_type)
{
cout << "Derived1 flag=false\n";
updateCommonImpl();
}
private:
void updateCommonImpl() //or just a static function inside implementation file if members are not used
{
cout << "Derived1\n";
}
};
struct Derived2 : public Base
{
void updateSeparate(std::true_type)
{
cout << "Derived2 flag=true\n";
updateCommonImpl();
}
void updateSeparate(std::false_type)
{
cout << "Derived2 flag=false\n";
updateCommonImpl();
}
private:
void updateCommonImpl() //or just a static function inside implementation file if members are not used
{
cout << "Derived2\n";
}
};
int main()
{
std::unique_ptr<Base> p;
srand(time(nullptr));
if (rand() % 2 == 1)
{
p = std::make_unique<Derived1>();
}
else
{
p = std::make_unique<Derived2>();
}
p->updateSeparate(std::bool_constant<false>{});
p->updateSeparate(std::bool_constant<true>{});
}
DEMO
However, I cannot tell if that will help or maybe hinder the performance even more by making the vtable lookup time even longer, you have to experiment with that by yourself I'm afraid.
I tried to implement a CRTP pattern with constexpr template parameter, please take a look
template<typename T>
struct Base {
template<bool flag>
int update() {
return static_cast<T*>(this)->template updateImpl<flag>();
}
};
struct Derived1 : public Base<Derived1> {
template<bool flag>
constexpr int updateImpl() {
if constexpr (flag) {
return 1;
} else {
return 2;
}
}
};
struct Derived2 : public Base<Derived2> {
template<bool flag>
constexpr int updateImpl() {
return 3;
}
};
int main() {
auto obj1 = new Derived1();
std::cout << obj1->update<true>(); // 1
std::cout << obj1->update<false>(); // 2
auto obj2 = new Derived2();
std::cout << obj2->update<true>(); // 3
std::cout << obj2->update<false>(); // 3
}
In C ++, I first encountered function pointers.
I tried to use this to make it similar to Action and Delegate in C #.
However, when declaring a function pointer, it is necessary to specify the type of the class in which the function exists.
ex) void (A :: * F) ();
Can I use a function pointer that can store a member function of any class?
In general, function pointers are used as shown in the code below.
class A {
public:
void AF() { cout << "A::F" << endl; }
};
class B {
public:
void(A::*BF)();
};
int main()
{
A a;
B b;
b.BF = &A::AF;
(a.*b.BF)();
return 0;
}
I want to use it like the code below.
is this possible?
Or is there something else to replace the function pointer?
class A {
public:
void AF() { cout << "A::F" << endl; }
};
class B {
public:
void(* BF)();
};
int main()
{
A a;
B b;
b.BF = a.AF;
return 0;
}
I solved the question through the answer.
Thanks!
#include <functional>
#include <iostream>
class A {
public:
void AF() { std::cout << "A::F" << std::endl; }
};
class C {
public:
void CF() { std::cout << "C::F" << std::endl; }
};
class B {
public:
B(){}
std::function<void()> BF;
};
int main() {
A a;
C c;
B b;
b.BF = std::bind(&A::AF, &a);
b.BF();
b.BF = std::bind(&C::CF, &c);
b.BF();
int i;
std::cin >> i;
return 0;
}
What you want to do is probably something like this. You can use std::function to hold a pointer to a member function bound to a specific instance.
#include <functional>
#include <iostream>
class A {
public:
void AF() { std::cout << "A::F" << std::endl; }
};
class B {
public:
B(const std::function<void()>& bf) : BF(bf) {}
std::function<void()> BF;
};
int main() {
A a;
B b1(std::bind(&A::AF, &a)); // using std::bind
B b2([&a] { a.AF(); }); // using a lambda
b1.BF();
b2.BF();
return 0;
}
Here's a C# style implementation of the accepted answer, It is memory efficient and flexible as you can construct and delegate at different points of execution which a C# developer might expect to do:
#include <iostream>
#include <functional>
using namespace std;
class A {
public:
void AF() { cout << "A::F" << endl; }
void BF() { cout << "B::F" << endl; }
};
class B {
public:
std::function<void()> Delegate;
};
int main() {
A a;
B b;
b.Delegate = std::bind(&A::AF, &a);
b.Delegate();
b.Delegate = [&a] { a.BF(); };
b.Delegate();
return 0;
}
I'd like to call a few methods of classes 'A' and 'B' from the class 'Caller'. I need to use a function pointer because I want to call different methods.
My method gets called, but when I try to access a member variable from it, my program crashes ('program.exe has stopped working').
How come that happens?
#include <iostream>
using namespace std;
template <class T>
class Caller
{
typedef void (T::*myFunc)(int);
public:
Caller(T* obj, myFunc fp)
{
f = fp;
}
void invoke(int foobar)
{
(o->*f)(foobar);
}
private:
myFunc f;
T* o;
};
class A
{
public:
A() : n(0) {}
void foo(int bar)
{
cout << "A::foo called (bar = " << bar << ", n = " << n << ")" << endl; // the crash occurs here, and 'this' equals 0 at this point
}
void setNum(int num)
{
n = num;
}
private:
int n;
};
class B
{
public:
B() : n(0) {}
void fooo(int bar)
{
cout << "B::fooo called (bar = " << bar << ", n = " << n << ")" << endl; // same here if I call B::fooo first
}
void setNum(int num)
{
n = num;
}
private:
int n;
};
int main()
{
A myA;
B myB;
myA.setNum(128);
myB.setNum(256);
Caller<A> cA(&myA, &A::foo);
Caller<B> cB(&myB, &B::fooo);
cA.invoke(10);
cB.invoke(20);
return 0;
}
Thank you in advance.
EDIT : I use VS2017 and I can build my program without getting any compiler errors.
My method gets called, but when I try to access a member variable from it, my program crashes ...
Because you forgot to assign passed obj to o pointer in your Caller:
template <class T>
class Caller
{
typedef void (T::*myFunc)(int);
public:
Caller(T* obj, myFunc fp)
{
o = obj; // << == you need this!
f = fp;
}
void invoke(int foobar)
{
(o->*f)(foobar);
}
private:
myFunc f;
T* o;
};
Also, in general it's better to use member initializer lists:
Caller::Caller(T* obj, myFunc fp) : o(obj), f(fp)
{
}
Is there any way in C++ to collect different types of classes and call their methods?
What I want to do is as below,
template<namespace T>
class A
{
A method_A1(T a)
{
...
}
void method_A2(int aa)
{
...
}
...
};
class B
{
...
};
class C
{
...
};
class D
{
...
};
A<B> *b;
A<C> *c;
A<D> *d;
b -> method_A2(3);
c -> method_A2(5);
In this code object b,c,d they are totally different object, right? Not related.
But I want to bind them with a array, so...
z[0] = b;
z[1] = c;
z[2] = d;
like this.
I found some solutions, however the solutions are only for collecting different types. (using void* arrays or vectors for inherited objects) I also wanna access to their methods.
z[0] -> method_A2(3);
z[1] -> method_A3(5);
like this.
In this case how should I do?
Thanks in advance.
typedef boost::variant<A<B>, A<C>, A<D>> AVariant;
std::array<AVariant, 3> z;
z[0] = *b;
z[1] = *c;
z[2] = *d;
Then you can inspect each element's type if needed, or "visit" them using boost::static_visitor as shown here: http://www.boost.org/doc/libs/release/doc/html/variant.html
Why you don't use inheritance and polymorphisms. I have posted an example of what exactly can be a solution of your problem. See the main function:
#include <iostream>
class weapon {
public:
int fireRate;
int bulletDamage;
int range;
int activeBullet;
public:
virtual void fire(void) {std::cout << "machine " << '\n';}
virtual ~weapon() {std::cout << "destructor is virtual" << '\n';}
};
class machineGun: public weapon {
public:
void fire(void) {std::cout << "machine gun firing" << '\n';}
~machineGun(void) { std::cout << "machine gun destroyed" << '\n';}
};
class flamer: public weapon {
public:
void fire(void) {std::cout << "flamer firing" << '\n';}
~flamer(void) {std::cout << "flamer destroyed" << '\n';}
};
int main(void)
{
const int count = 2;
weapon *weapons[count];
machineGun *a = new machineGun();
flamer *b = new flamer();
weapons[0] = a;
weapons[1] = b;
weapons[0]->fire();
weapons[1]->fire();
delete a;
delete b;
}
If you don't want to change your classes' hierarchy, you can try having an array of callable objects. Something like:
#include <iostream>
#include <functional>
#include <array>
class A
{
public:
void Foo(int a)
{
std::cout << "Foo " << a << std::endl;
}
};
class B
{
public:
void Bar(int a)
{
std::cout << "Bar " << a << std::endl;
}
};
int main()
{
using namespace std::placeholders;
A a;
B b;
auto a_func = std::bind(&A::Foo, a, _1);
auto b_func = std::bind(&B::Bar, b, _1);
std::array<std::function<void(int)>, 2> arr = {
std::bind(&A::Foo, a, _1),
std::bind(&B::Bar, b, _1)
};
arr[0](1);
arr[1](2);
return 0;
}
BTW, this will only work if you use compiler with full C++11 support.
I do not think "in place" is the right term, but I am lacking a better one.
I have a POD, let's say:
struct My {
int a;
};
//and suppose a operator<< to stream is also defined
And I may use it right this:
My my = {3};
std::cout << my << std::endl;
I am wondering if I can do the same below but without using a helper func:
template <typename ANY>
My helper(ANY value) {
My r = {value};
return r;
}
std::cout << helper(3) << std::endl;
I am looking for the same thing that a constructor does, but since I have a POD I can not create a constructor.
You can do this:
struct My {
int a;
int b;
int c;
float d;
};
void somefunc() {
cout << (My){1, 2, 3, 4.5} << endl;
}