Cast Object at Runtime Depending on Instance Variable (C++) - c++

I'm trying to represent a 2 dimensional map of objects. So I have a two-dimensional array of "MapItems":
MapItem* world_map[10][10];
In my specific situation, these MapItems are going to be used to represent Drones, Static Objects (like trees or any obstruction that doesn't move), or empty positions (these objects will be subclasses of MapItem):
class Drone : public MapItem {
int droneId;
...
}
class StaticObject : public MapItem {
...
}
class EmptyPosition : public MapItem {
int amount_of_time_unoccupied;
...
}
Is it a good idea to have an instance variable on the MapItem class that tells what specific type of item it is, and then cast it the proper type based on that? For example:
enum ItemType = {DRONE, STATIC_OBSTRUCTION, EMPTY};
class MapItem {
ItemType type;
...
}
And then when I want to know what is at a position in the map, I do:
MapItem *item = world_map[3][3];
if (item->type == DRONE) {
Drone *drone = dynamic_cast<Drone*>(item);
// Now do drone specific things with drone
...
} else if (item->type == STATIC_OBSTRUCTION) {
StaticObject *object = dynamic_case<StaticObject*>(item);
// Static object specific stuff
...
} else {
...
}
I have not actually tried this, but I assume it's possible. What I'm really asking is this a good design pattern? Or is there a better way to do this?

A "switch on type" indicates a design problem much more often than not.
What you usually want to do is define and implement some virtual functions for the behaviors you care about. For example, you might care about flying into one of the spaces. If so, you might have a function to see if it allows entry. That will return true if a drone is trying fly into open air, or false if it's trying to fly into a tree.
As an aside, if you're going to have derived objects, you need to define the array as container pointers, not actual objects of the base class. Otherwise, when you try to put a derived object into the array, it'll get "sliced" to become an object of the base class.

Related

c++ particle system inheritance

i'm creating particle system and i want to have possibility to choose what kind of object will be showing on the screen (like simply pixels, or circle shapes). I have one class in which all parameters are stored (ParticleSettings), but without those entities that stores points, or circle shapes, etc. I thought that i may create pure virtual class (ParticlesInterface) as a base class, and its derived classes like ParticlesVertex, or ParticlesCircles for storing those drawable objects. It is something like that:
class ParticlesInterface
{
protected:
std::vector<ParticleSettings> m_particleAttributes;
public:
ParticlesInterface(long int amount = 100, sf::Vector2f position = { 0.0,0.0 });
const std::vector<ParticleSettings>& getParticleAttributes() { return m_particleAttributes; }
...
}
and :
class ParticlesVertex : public ParticlesInterface
{
private:
std::vector<sf::Vertex> m_particleVertex;
public:
ParticlesVertex(long int amount = 100, sf::Vector2f position = { 0.0,0.0 });
std::vector<sf::Vertex>& getParticleVertex() { return m_particleVertex; }
...
}
So... I know that i do not have access to getParticleVertex() method by using polimorphism. And I really want to have that access. I want to ask if there is any better solution for that. I have really bad times with decide how to connect all that together. I mean i was thinking also about using template classes but i need it to be dynamic binding not static. I thought that this idea of polimorphism will be okay, but i'm really need to have access to that method in that option. Can you please help me how it should be done? I want to know what is the best approach here, and also if there is any good answer to that problem i have if i decide to make that this way that i show you above.
From the sounds of it, the ParticlesInterface abstract class doesn't just have a virtual getParticleVertex because that doesn't make sense in general, only for the specific type ParticlesVertex, or maybe a group of related types.
The recommended approach here is: Any time you need code that does different things depending on the actual concrete type, make those "different things" a virtual function in the interface.
So starting from:
void GraphicsDriver::drawUpdate(ParticlesInterface &particles) {
if (auto* vparticles = dynamic_cast<ParticlesVertex*>(&particles)) {
for (sf::Vertex v : vparticles->getParticleVertex()) {
draw_one_vertex(v, getCanvas());
}
} else if (auto* cparticles = dynamic_cast<ParticlesCircle*>(&particles)) {
for (CircleWidget& c : cparticles->getParticleCircles()) {
draw_one_circle(c, getCanvas());
}
}
// else ... ?
}
(CircleWidget is made up. I'm not familiar with sf, but that's not the point here.)
Since getParticleVertex doesn't make sense for every kind of ParticleInterface, any code that would use it from the interface will necessarily have some sort of if-like check, and a dynamic_cast to get the actual data. The drawUpdate above also isn't extensible if more types are ever needed. Even if there's a generic else which "should" handle everything else, the fact one type needed something custom hints that some other future type or a change to an existing type might want its own custom behavior at that point too. Instead, change from a thing code does with the interface to a thing the interface can be asked to do:
class ParticlesInterface {
// ...
public:
virtual void drawUpdate(CanvasWidget& canvas) = 0;
// ...
};
class ParticlesVertex {
// ...
void drawUpdate(CanvasWidget& canvas) override;
// ...
};
class ParticlesCircle {
// ...
void drawUpdate(CanvasWidget& canvas) override;
// ...
};
Now the particles classes are more "alive" - they actively do things, rather than just being acted on.
For another example, say you find ParticlesCircle, but not ParticlesVertex, needs to make some member data updates whenever the coordinates are changed. You could add a virtual void coordChangeCB() {} to ParticlesInterface and call it after each motion model tick or whenever. With the {} empty definition in the interface class, any class like ParticlesVertex that doesn't care about that callback doesn't need to override it.
Do try to keep the interface's virtual functions simple in intent, following the Single Responsibility Principle. If you can't write in a sentence or two what the purpose or expected behavior of the function is in general, it might be too complicated, and maybe it could more easily be thought of in smaller steps. Or if you find the virtual overrides in multiple classes have similar patterns, maybe some smaller pieces within those implementations could be meaningful virtual functions; and the larger function might or might not stay virtual, depending on whether what remains can be considered really universal for the interface.
(Programming best practices are advice, backed by good reasons, but not absolute laws: I'm not going to say "NEVER use dynamic_cast". Sometimes for various reasons it can make sense to break the rules.)

Common interface for all derived classes

I have base class Item which store some data and grant access to it by accessors, like:
class Item{
(...)
public:
int get_value();
double get_weight();
ItemMaterial get_material();
(...)
}
Then I've got derived classes like Weapon, Armor which add some additional data:
class Weapon : public Item {
(...)
public:
int get_dmg();
(...)
}
I store these Items in some container:
std::vector<Item*> inventory;
And here comes the problem with interface - how to get access to derived class data? I was thinking, and got 3 ideas:
1. Separate interfaces
Each derived class adds its data, like it is shown above, and then use dynamic_cast:
Item *item = new Weapon;
int dmg = dynamic_cast<Weapon*>(item)->get_dmg();
2. Common interface class
Make an interface class with all accessors:
ItemInterface{
public:
virtual int get_value() = 0; //Item interface
virtual double get_weight() = 0;
(..)
virtual int get_dmg() = 0; //Weapon interface
(...)
}
And then something like this:
Item : public ItemInterface{ (...) }
and
Weapon : public Item { (...) }
and finally we can access the data:
Item *item = new Weapon;
int dmg = item->get_dmg();
3. Combination with templates and enums
This idea is maybe a little weird :-) but:
implement enum with all item data:
enum class ItemData{
Value,
Weight,
Material, //Item data
(...)
Damage, //Weapon data
(...)
Defense, //armor data etc.
(...)
Null
}
and in base class some template function like this:
template<typename T>
T get_data(ItemData data){
switch(data){
case ItemData::Value: return _value; break;
case ItemData::Damage: return _dmg; break;
(...)
}
}
and access data like:
Item *item = new Weapon;
ind dmg = item->get_data<int>(ItemData::Damage);
===
How do you think it should be done? I will be grateful for any advices!
Regards.
Your second and third option is obviously not the way to go - whenever you add a new type of item, you will also have to change the base class or the enum - that is definitely not what you want to if you need any basic form of maintainability in your code.
And here comes the problem with interface - how to get access to derived class data
First you have to think of "where will your code do this"? Most of your code dealing with the whole inventory should only use the content as Item*, using only functions from the Item class.
If you have code specificially dealing with Weapon objects, the place where the Weapon objects are created (and inserted into the inventory), may also add them to another variable, maybe a weapons list in form of a
std::vector<Weapon*> weapons;
or to a member variable Weapon* of a class Warrior or something like that (but beware, you now will have two pointers to the same objects, so you have to think about ownership). So the code dealing only with weapons (for example, a member function of Warrior) does not access the inventory to get a Weapon object, it will always use the Weapon* directly.
If, for some reasons, you have to write some code which does something for all weapons from your inventory, then write a single function which extracts all Weapon objects using the dynamic_cast (or even better: make it an iterator function), and reuse this function whenever you need to get access to all weapons. So you don't clutter your code all over with dynamic casts, but keep this in just one place.
EDIT: another alternative (avoiding the dynmic cast) is using the visitor pattern, see this post. But I don't really like the answer of that post, in the presented form it will imply a cyclic dependency "Base -> Visitor -> Derived -> Base", which is IMHO a bad design.
ValueType Weapon::getProprtyValue( PropertyType id ) {
switch( id ) {
case kWeaponProperty01: return m_weaponProperty01;
...
default: return Item::getPropertyValue( id );
}
}
You can make some kind of universal accessor method, though it have some limitations, it could be quite handy, especially in case of content editors, serialization etc.

Creating a new object by calling the new constructor with a string

I was recently in a job interview and my interviewer gave me a modeling question that involved serialization of different shapes into a file.
The task was to implements shapes like circle or rectangles by first defining an abstract class named Shape and then implements the various shapes (circle, rectangle..) by inheriting from the base class (Shape).
The two abstract methods for each shape were: read_to_file (which was supposed to read the shape from a file) and write_to_file which supposed to write the shape into a file.
All was done by the implementation of that virtual function in the inherited shape (Example: For Circle I was writing the radius, for square I saved the side of the square....).
class Shape {
public:
string Shape_type;
virtual void write_into_file()=0;
virtual void read_into_files()=0;
Shape() {
}
virtual ~Shape() {
}};
class Square: public Shape {
public:
int size;
Square(int size) {
this->size = size;
}
void write_into_file() {
//write this Square into a file
}
void read_into_files() {
//read this Square into a file
}
};
That was done in order to see if I know polymorphism.
But, then I was asked to implement two functions that take a vector of *shape and write/read it into a file.
The writing part was easy and goes something like that:
for (Shape sh : Shapes) {
s.write_into_file();
}
as for the reading part I thought about reading the first word in the text (I implemented the serializable file like a text file that have this line: Shape_type: Circle, Radius: 12; Shape_type:Square...., so the first words said the shape type). and saving it to a string such as:
string shape_type;
shape_type="Circle";
Then I needed to create a new instance of that specific shape and I thought about something like a big switch
<pre><code>
switch(shape_type):
{
case Circle: return new circle;
case Square: return new square
......
}
</pre></code>
And then, the interviewer told me that there is a problem with this implementation
which I thought was the fact that every new shape the we will add in the future we should also update int that big swicht. he try to direct me into a design pattern, I told him that maybe the factory design pattern will help but I couldn't find a way to get rid of that switch. even if I will move the switch from the function into a FactoryClass I will still have to use the switch in order to check the type of the shape (according to the string content i got from the text file).
I had a string that I read from the file, that say the current type of the shape. I wanted to do something like:
string shape_type;
shape_type="Circle";
Shape s = new shape_type; //which will be like: Shape s = new Circle
But I can't do it in c++.
Any idea on what I should have done?
In you factory you could map a std::string to a function<Shape*()>. At startup you register factory methods will the factory:
shapeFactory.add("circle", []{new Circle;});
shapeFactory.add("square", []{new Square;});
shapeFactory.add("triangle", []{new Triangle;});
In your deserialization code you read the name of the type and get its factory method from the factory:
std::string className = // read string from serialization stream
auto factory = shapeFactory.get(className);
Shape *shape = factory();
You've now got a pointer to the concrete shape instance which can be used to deserialize the object.
EDIT: Added more code as requested:
class ShapeFactory
{
private:
std::map<std::string, std::function<Shape*()> > m_Functions;
public:
void add(const std::string &name, std::function<Share*()> creator)
{
m_Functions.insert(name, creator)
}
std::function<Shape*()> get(const std::string &name) const
{
return m_Functions.at(name);
}
};
NOTE: I've left out error checking.
In C++, with
for (Shape sh : Shapes) {
s.write_into_file();
}
you have object slicing. The object sh is a Shape and nothing else, it looses all inheritance information.
You either need to store references (not possible to store in a standard collection) or pointers, and use that when looping.
In C++ you would to read and write some kind of type tag into the file to remember the concrete type.
A virtual method like ShapeType get_type_tag() would do it, where the return type is an enumeration corresponding to one of the concrete classes.
Thinking about it, though, the question was probably just getting at wanting you to add read and write functions to the interface.
You could create a dictionary of factory functions keyed by a shape name or shape id (shape_type).
// prefer std::shared_ptr or std::unique_ptr of course
std::map<std::string, std::function<Shape *()>> Shape_Factory_Map;
// some kind of type registration is now needed
// to build the map of functions
RegisterShape(std::string, std::function<Shape *()>);
// or some kind of
BuildShapeFactoryMap();
// then instead of your switch you would simply
//call the appropriate function in the map
Shape * myShape = Shape_Factory_Map[shape_type]();
In this case though you still have to update the creation of the map with any new shapes you come up with later, so I can't say for sure that it buys you all that much.
All the answers so far still appear to have to use a switch or map somewhere to know which class to use to create the different types of shapes. If you need to add another type, you would have to modify the code and recompile.
Perhaps using the Chain of Responsibility Pattern is a better approach. This way you can dynamically add new creation techniques or add them at compile time without modifying any already existing code:
Your chain will keep a linked list of all the creation types and will traverse the list until it finds the instance that can make the specified type.
class Creator{
Creator*next; // 1. "next" pointer in the base class
public:
Creator()
{
next = 0;
}
void setNext(Creator*n)
{
next = n;
}
void add(Creator*n)
{
if (next)
next->add(n);
else
next = n;
}
// 2. The "chain" method in the Creator class always delegates to the next obj
virtual Shape handle(string type)
{
next->handle(i);
}
);
Each subclass of Creator will check if it can make the type and return it if it can, or delegate to the next in the chain.
I did create a Factory in C++ some time ago in which a class automatically registers itself at compile time when it extends a given template.
Available here: https://gist.github.com/sacko87/3359911.
I am not too sure how people react to links outside of SO but it is a couple of files worth. However once the work is done, using the example within that link, all that you need to do to have a new object included into the factory would be to extend the BaseImpl class and have a static string "Name" field (see main.cpp). The template then registers the string and type into the map automatically. Allowing you to call:
Base *base = BaseFactory::Create("Circle");
You can of course replace Base for Shape.

A better design pattern than factory?

In the code I am now creating, I have an object that can belong to two discrete types, differentiated by serial number. Something like this:
class Chips {
public:
Chips(int shelf) {m_nShelf = shelf;}
Chips(string sSerial) {m_sSerial = sSerial;}
virtual string GetFlavour() = 0;
virtual int GetShelf() {return m_nShelf;}
protected:
string m_sSerial;
int m_nShelf;
}
class Lays : Chips {
string GetFlavour()
{
if (m_sSerial[0] == '0') return "Cool ranch";
else return "";
}
}
class Pringles : Chips {
string GetFlavour()
{
if (m_sSerial.find("cool") != -1) return "Cool ranch";
else return "";
}
}
Now, the obvious choice to implement this would be using a factory design pattern. Checking manually which serial belongs to which class type wouldn't be too difficult.
However, this requires having a class that knows all the other classes and refers to them by name, which is hardly truly generic, especially if I end up having to add a whole bunch of subclasses.
To complicate things further, I may have to keep around an object for a while before I know its actual serial number, which means I may have to write the base class full of dummy functions rather than keeping it abstract and somehow replace it with an instance of one of the child classes when I do get the serial. This is also less than ideal.
Is factory design pattern truly the best way to deal with this, or does anyone have a better idea?
You can create a factory which knows only the Base class, like this:
add pure virtual method to base class: virtual Chips* clone() const=0; and implement it for all derives, just like operator= but to return pointer to a new derived. (if you have destructor, it should be virtual too)
now you can define a factory class:
Class ChipsFactory{
std::map<std::string,Chips*> m_chipsTypes;
public:
~ChipsFactory(){
//delete all pointers... I'm assuming all are dynamically allocated.
for( std::map<std::string,Chips*>::iterator it = m_chipsTypes.begin();
it!=m_chipsTypes.end(); it++) {
delete it->second;
}
}
//use this method to init every type you have
void AddChipsType(const std::string& serial, Chips* c){
m_chipsTypes[serial] = c;
}
//use this to generate object
Chips* CreateObject(const std::string& serial){
std::map<std::string,Chips*>::iterator it = m_chipsTypes.find(serial);
if(it == m_chipsTypes.end()){
return NULL;
}else{
return it->clone();
}
}
};
Initialize the factory with all types, and you can get pointers for the initialized objects types from it.
From the comments, I think you're after something like this:
class ISerialNumber
{
public:
static ISerialNumber* Create( const string& number )
{
// instantiate and return a concrete class that
// derives from ISerialNumber, or NULL
}
virtual void DoSerialNumberTypeStuff() = 0;
};
class SerialNumberedObject
{
public:
bool Initialise( const string& serialNum )
{
m_pNumber = ISerialNumber::Create( serialNum );
return m_pNumber != NULL;
}
void DoThings()
{
m_pNumber->DoSerialNumberTypeStuff();
}
private:
ISerialNumber* m_pNumber;
};
(As this was a question on more advanced concepts, protecting from null/invalid pointer issues is left as an exercise for the reader.)
Why bother with inheritance here? As far as I can see the behaviour is the same for all Chips instances. That behaviour is that the flavour is defined by the serial number.
If the serial number only changes a couple of things then you can inject or lookup the behaviours (std::function) at runtime based on the serial number using a simple map (why complicate things!). This way common behaviours are shared among different chips via their serial number mappings.
If the serial number changes a LOT of things, then I think you have the design a bit backwards. In that case what you really have is the serial number defining a configuration of the Chips, and your design should reflect that. Like this:
class SerialNumber {
public:
// Maybe use a builder along with default values
SerialNumber( .... );
// All getters, no setters.
string getFlavour() const;
private:
string flavour;
// others (package colour, price, promotion, target country etc...)
}
class Chips {
public:
// Do not own the serial number... 'tis shared.
Chips(std::shared_ptr<SerialNumber> poSerial):m_poSerial{poSerial}{}
Chips(int shelf, SerialNumber oSerial):m_poSerial{oSerial}, m_nShelf{shelf}{}
string GetFlavour() {return m_poSerial->getFlavour()};
int GetShelf() {return m_nShelf;}
protected:
std::shared_ptr<SerialNumber> m_poSerial;
int m_nShelf;
}
// stores std::shared_ptr but you could also use one of the shared containers from boost.
Chips pringles{ chipMap.at("standard pringles - sour cream") };
This way once you have a set of SerialNumbers for your products then the product behaviour does not change. The only change is the "configuration" which is encapsulated in the SerialNumber. Means that the Chips class doesn't need to change.
Anyway, somewhere someone needs to know how to build the class. Of course you could you template based injection as well but your code would need to inject the correct type.
One last idea. If SerialNumber ctor took a string (XML or JSON for example) then you could have your program read the configurations at runtime, after they have been defined by a manager type person. This would decouple the business needs from your code, and that would be a robust way to future-proof.
Oh... and I would recommend NOT using Hungarian notation. If you change the type of an object or parameter you also have to change the name. Worse you could forget to change them and other will make incorrect assumptions. Unless you are using vim/notepad to program with then the IDE will give you that info in a clearer manner.
#user1158692 - The party instantiating Chips only needs to know about SerialNumber in one of my proposed designs, and that proposed design stipulates that the SerialNumber class acts to configure the Chips class. In that case the person using Chips SHOULD know about SerialNumber because of their intimate relationship. The intimiate relationship between the classes is exactly the reason why it should be injected via constructor. Of course it is very very simple to change this to use a setter instead if necessary, but this is something I would discourage, due to the represented relationship.
I really doubt that it is absolutely necessary to create the instances of chips without knowing the serial number. I would imagine that this is an application issue rather than one that is required by the design of the class. Also, the class is not very usable without SerialNumber and if you did allow construction of the class without SerialNumber you would either need to use a default version (requiring Chips to know how to construct one of these or using a global reference!) or you would end up polluting the class with a lot of checking.
As for you complaint regarding the shared_ptr... how on earth to you propose that the ownership semantics and responsibilities are clarified? Perhaps raw pointers would be your solution but that is dangerous and unclear. The shared_ptr clearly lets designers know that they do not own the pointer and are not responsible for it.

Pattern for storing multiple types of struct in a C++ std::<vector> container

I have a data structure which represents a train, which can be made up of many types of car, for example the train engines, a grain car, a passenger car, and so on:
struct TrainCar {
// ...
Color color;
std::string registration_number;
unsigned long destination_id;
}
struct PowerCar : TrainCar {
// ...
const RealPowerCar &engine;
}
struct CargoCar : TrainCar {
// ...
const RealCargoCar &cargo;
bool full;
}
std::vector<TrainCar*> cars;
cars.push_back(new TrainCar(...));
cars.push_back(new TrainCar(...));
cars.push_back(new CargoCar(...));
cars.push_back(new CargoCar(...));
cars.push_back(new CargoCar(...));
An algorithm will iterate through the cars in the train, and decide how to route/shunt each car (whether to keep it in the train, move it to another point in the train, remove it from the train). This code looks like:
std::vector<TrainCar*>::iterator it = cars.begin();
for (; it != cars.end(); ++it) {
PowerCar *pc = dynamic_cast<PowerCar*>(*it);
CargoCar *cc = dynamic_cast<CargoCar*>(*it);
if (pc) {
// Apply some PowerCar routing specific logic here
if (start_of_train) {
// Add to some other data structure
}
else if (end_of_train && previous_car_is_also_a_powercar) {
// Add to some other data structure, remove from another one, check if something else...
}
else {
// ...
}
}
else if (cc) {
// Apply some CargoCar routing specific logic here
// Many business logic cases here
}
}
I am unsure whether this pattern (with the dynamic_casts, and chain of if statements) is the best way to process the list of simple structs of varying types. The use of dynamic_cast seems incorrect.
One option would be to move the routing logic to the structs (so like (*it)->route(is_start_of_car, &some_other_data_structure...)), however I'd like to keep the routing logic together if possible.
Is there a better way of iterating through different types of simple struct (with no methods)?, or do I keep the dynamic_cast approach?
The standard solution to this is called double-dispatch. Basically, you first wrap your algorithms in separate functions that are overloaded for each type of car:
void routeCar(PowerCar *);
void routeCar(CargoCar *);
Then, you add a route method to car that is pure virtual in the base-class, and implemented in each of the subclasses:
struct TrainCar {
// ...
Color color;
std::string registration_number;
unsigned long destination_id;
virtual void route() = 0;
}
struct PowerCar : TrainCar {
// ...
const RealPowerCar &engine;
virtual void route() {
routeCar(this);
}
}
struct CargoCar : TrainCar {
// ...
const RealCargoCar &cargo;
bool full;
virtual void route() {
routeCar(this);
}
}
Your loop then looks like this:
std::vector<TrainCar*>::iterator it = cars.begin();
for (; it != cars.end(); ++it) {
(*it)->route();
}
If you want to choose between different routing-algorithms at run-time, you can wrap the routeCar-functions in an abstract base class and provide different implementations for that. You would then pass the appropriate instance of that class to TrainCar::route.
If the number of classes is manageable, you can give a try to boost::variant.
Using "sum types" in C++ is sometimes a mess, so it is either this or double dispatching.
The classical OO solution would be to make all of the relevant functions
virtual in the base class TrainCar, and put the concrete logic in each
class. You say, however, that you'd like to keep the routing logic
together if possible. There are cases where this is justified, and the
classical solution in such cases is a variant union (boost::variant,
for example). It's up to you to decide which is better in your case.
Compromises are possible as well. For example, one can easily imagine a
case where the routing logic is somewhat independent of the car type
(and you don't want to duplicate it in each car type), but it does
depend on a certain number of characteristics of the car type. In this
case, the virtual function in TrainCar could simply return an object
with the necessary dependent information, to be used by the routing
algorithm. This solution has the advantage of reducing the coupling
between the routing and TrainCar to the minimum necessary.
Depending on the nature of this information, and how it is
used, the returned object could be polymorphic, with it's inheritance
hierarchy reflecting that of TrainCar; in this case, it must be
allocated dynamically, and managed: std::auto_ptr was designed with
exactly this idiom in mind.