Creating a generic conversion function - c++

I have a ResourceManager which takes in classes of type Resource. Resource is a parent class of other classes such as ShaderProgram, Texture, Mesh and even Camera who are completely unrelated to one another.
Suffice it to say, the ResourceManager works. But there is one thing that is very tedious and annoying, and that's when I retrieve the objects from the ResourceManager. Here is the problem:
In order to get an object from ResourceManager you call either of these functions:
static Resource* get(int id);
static Resource* get(const std::string &name);
The first function checks one std::unordered_map by an integer id; whereas the second function checks another std::unordered_map by the name that is manually given by the client. I have two versions of these functions for flexibility sakes because there are times where we don't care what the object contained within ResourceManager is (like Mesh) and there are times where we do care about what it is (like Camera or ShaderProgram) because we may want to retrieve the said objects by name rather than id.
Either way, both functions return a pointer to a Resource. When you call the function, it's as easy as something like:
rm::get("skyboxShader");
Where rm is just a typedef of ResourceManager since the class is static (all members/functions are static). The problem though is that the rm::get(..) function returns a Resource*, and not the child class that was added to the ResourceManager to begin with. So, in order to solve this problem I have to do a manual type conversion so that I can get ShaderProgram* instead of Resource*. I do it like this:
auto s = static_cast<ShaderProgram*>(rm::get(name));
So, everytime I want to access a Resource I have to insert the type I want to actually get into the static_cast. This is problematic insofar that everytime someone needs to access a Resource they have to type convert it. So, naturally I created a function, and being that ShaderProgram is the subject here, thus:
ShaderProgram* Renderer::program(const std::string &name)
{
auto s = static_cast<ShaderProgram*>(rm::get(name));
return s;
}
This function is static, and ResourceManager is a static class so the two go well hand-in-hand. This is a nice helper function and it works effectively and my program renders the result just fine. The problem is what I have to do when I'm dealing with other Resources; that means for every Resource that exists, there has to be a type-conversion function to accommodate it. Now THAT is annoying. Isn't there a way I can write a generic type-conversion function something like this?
auto Renderer::getResource(classTypeYouWant T, const std::string &name)
{
auto s = static_cast<T*>(rm::get(name));
return s;
}
Here, the auto keyword causes the function to derive which type it's supposed to be dealing with and return the result accordingly. My first guess is that I might have to use templates; but the problem with templates is that I can't limit which types get inserted into the function, and I really REALLY don't want floating-point id numbers, char ids, let alone custom-defined ids. It's either string (might change to const char* tbh) or ints or else.
How can I create a generic conversion function like the one described above?

Have you looked at using dynamic_cast? If the conversion fails with dynamic_cast the the pointer will be set to nullptr. So you could either write overloads for each type or you could write a template function where you pass the the type you want to convert to as well as the string or id and if the conversion succeeds or fails return true or false.
template<typename T>
bool Renderer::getResource(T*& type, const std::string &name)
{
type = dynamic_cast<decltype(std::remove_reference<decltype(T)>::type)>(rm::get(name));
if (type == nullptr)
return false;
return true;
}

OK, I did not like the idea of a typeless storage, but maybe you find that basic program as a start point. There are a lot of things which must be beautified, but some work must remain :-)
Again: It is a design failure to solve something in that way!
In addition to your example code this solution provides a minimum of safety while checking for the stored type while recall the element. But this solution needs rtti an this is not available on all platforms.
#include <map>
#include <iostream>
#include <typeinfo>
class ResourcePointerStorage
{
private:
std::map< const std::string, std::pair<void*, const std::type_info*>> storage;
public:
bool Get(const std::string& id, std::pair<void*, const std::type_info*>& ptr )
{
auto it= storage.find( id );
if ( it==storage.end() ) return false;
ptr= it->second;
return true;
}
bool Put( const std::string& id, void* ptr, const std::type_info* ti)
{
storage[id]=make_pair(ptr, ti);
}
};
template < typename T>
bool Get(ResourcePointerStorage& rm, const std::string& id, T** ptr)
{
std::pair<void*, const std::type_info*> p;
if ( rm.Get( id,p ))
{
if ( *p.second != typeid(T)) { return false; }
*ptr= static_cast<T*>(p.first);
return true;
}
else
{
return 0;
}
}
template < typename T>
void Put( ResourcePointerStorage& rm, const std::string& id, T *ptr)
{
rm.Put( id, ptr, &typeid(T) );
}
class Car
{
private:
int i;
public:
Car(int _i):i(_i){}
void Print() { std::cout << "A car " << i << std::endl; }
};
class Animal
{
private:
double d;
public:
Animal( double _d):d(_d) {}
void Show() { std::cout << "An animal " << d << std::endl; }
};
int main()
{
ResourcePointerStorage store;
Put( store, "A1", new Animal(1.1) );
Put( store, "A2", new Animal(2.2) );
Put( store, "C1", new Car(3) );
Animal *an;
Car *car;
if ( Get(store, "A1", &an)) { an->Show(); } else { std::cout << "Error" << std::endl; }
if ( Get(store, "A2", &an)) { an->Show(); } else { std::cout << "Error" << std::endl; }
if ( Get(store, "C1", &car)) { car->Print(); } else { std::cout << "Error" << std::endl; }
// not stored object
if ( Get(store, "XX", &an)) { } else { std::cout << "Expected false condition" << std::endl; }
// false type
if ( Get(store, "A1", &car)) { } else { std::cout << "Expected false condition" << std::endl; }
};

I've found the solution to my question. I created a macro:
#define convert(type, func) dynamic_cast<type>(func)
Extremely generic and code-neutral which allows types to be dynamic_casted from the return type of the function. It also allows for doing checks:
if (!convert(ShaderProgram*, rm::get("skyboxShader")))
cerr << "Conversion unsuccessful!" << endl;
else cout << "Conversion successful!" << endl;
I hope my solution will help people who search for questions similar of this kind. Thanks all!

Related

std::find return a class that I can't acesses functions

I come from C/C# language and now I'm trying to learn about C++ and his standards functions.
Now, I'm creating a class called IMonsterDead. I will have a std::vector<IMonsterDead*> with N monsters.
Example:
class IMonsterDead {
public:
IMonsterDead(int Id)
{
this->_Id = Id;
}
virtual void OnDead() = 0;
int Id() const {
return _Id;
}
private:
int _Id;
};
One class which implements that class:
class MonsterTest : public IMonsterDead {
public:
MonsterTest(int generId)
: IMonsterDead(generId)
{
}
virtual void OnDead()
{
std::cout << "MonsterTesd died" << std::endl;
}
};
Ok, if I access directly everything works fine. But I'm trying to use std::find.
Full program test:
int main()
{
std::vector<IMonsterDead*> monsters;
for (int i = 0; i < 1000; i++)
{
monsters.emplace_back(new MonsterTest(1000 + i));
}
int id = 1033;
std::vector<IMonsterDead*>::iterator result = std::find(monsters.begin(), monsters.end(), [id]( IMonsterDead const* l) {
return l->Id() == id;
});
if (result == monsters.end())
std::cout << "Not found" << std::endl;
else
{
// Here I want to access OnDead function from result
}
return 0;
}
So I need to access OnDead function from result but I can't. Intellisense doesn't show anything for me. The result exists.
How can I access that function? Have another better way to do that?
You need to use std::find_if() instead of std::find(). std::find() is for finding an element with a specific value, so you have to pass it the actual value to find, not a user_defined predicate. std::find_if() is for finding an element based on a predicate.
Either way, if a match is found, dereferencing the returned iterator will give you a IMonsterDead* pointer (more accurately, it will give you a IMonsterDead*& reference-to-pointer). You need to then dereference that pointer in order to access any members, like OnDead().
You are also leaking memory. You are not delete'ing the objects you new. And when dealing with polymorphic types that get deleted via a pointer to a base class, the base class needs a virtual destructor to ensure all derived destructors get called properly.
With that said, you are clearly using C++11 or later (by the fact that you are using vector::emplace_back()), so you should use C++11 features to help you manage your code better:
You should use std::unique_ptr to wrap your monster objects so you don't need to delete them manually.
You should always use the override keyword when overriding a virtual method, to ensure you override it properly. The compiler can catch more syntax errors when using override than without it.
You should use auto whenever you declare a variable that the compiler can deduce its type for you. Especially useful when dealing with templated code.
Try something more like this:
#include <iostream>
#include <vector>
#include <memory>
#include <algorithm>
class IMonsterDead {
public:
IMonsterDead(int Id)
: m_Id(Id)
{
}
virtual ~IMonsterDead() {}
virtual void OnDead() = 0;
int Id() const {
return m_Id;
}
private:
int m_Id;
};
class MonsterTest : public IMonsterDead {
public:
MonsterTest(int generId)
: IMonsterDead(generId)
{
}
void OnDead() override
{
std::cout << "MonsterTest died" << std::endl;
}
};
int main()
{
std::vector<std::unique_ptr<IMonsterDead>> monsters;
for (int i = 0; i < 1000; i++)
{
// using emplace_back() with a raw pointer risks leaking memory
// if the emplacement fails, so push a fully-constructed
// std::unique_ptr instead, to maintain ownership at all times...
monsters.push_back(std::unique_ptr<IMonsterDead>(new MonsterTest(1000 + i)));
// or:
// std::unique_ptr<IMonsterDead> monster(new MonsterTest(1000 + i));
// monsters.push_back(std::move(monster));
// or, if you are using C++14 or later:
// monsters.push_back(std::make_unique<MonsterTest>(1000 + i));
}
int id = 1033;
auto result = std::find_if(monsters.begin(), monsters.end(),
[id](decltype(monsters)::value_type &l) // or: (decltype(*monsters.begin()) l)
{
return (l->Id() == id);
}
// or, if you are using C++14 or later:
// [id](auto &l) { return (l->Id() == id); }
);
if (result == monsters.end())
std::cout << "Not found" << std::endl;
else
{
auto &monster = *result; // monster is 'std::unique_ptr<IMonsterDead>&'
monster->OnDead();
}
return 0;
}
Iterators are an interesting abstraction, in this case to be reduced to pointers.
Either you receive the pointer to the element or you get an invalid end.
You can use it as a pointer: (*result)->func();
You can also use it to create a new variable:
IMonsterDead &m = **result;
m.func();
This should give the same assembly, both possible.

How emulate a templatised std::function in C++

Following is a basic instance of what I am doing in my C++ program. I have a list of listeners which are all std::functions. I have a concept DataType which means what kind of data the listener is interested in. The idea here is the same as publish-subscribe pattern. A method interested in certain kind of data should be able to add itself to the list of listeners using AddListener. Some methods are added & they receive a callback whenever required.
The program works fine !!
#include <iostream>
#include <functional>
#include <vector>
#include <string>
enum class DataType {
Type_1,
Type_2
// and so on
};
typedef std::function<void(std::pair<DataType, std::string>)> MyListenerType;
//template <typename T>
//typedef std::function<void(T>)> MyListenerType;
// How can I emulate the above so that a method passing any kind of primitive data-type namely "int, bool, float or double" can be added into
// my vector of listners.
std::vector<MyListenerType> my_data_listeners_1;
std::vector<MyListenerType> my_data_listeners_2;
void ListenerMethod_Instance_1(std::pair<DataType, std::string> information) {
DataType data_type = information.first;
std::string message = information.second;
std::cout << "ListenerMethod_Instance_1 called with message " << message << "\n";
}
void ListenerMethod_Instance_2(std::pair<DataType, std::string> information) {
DataType data_type = information.first;
std::string message = information.second;
std::cout << "ListenerMethod_Instance_2 called with message " << message << "\n";
}
void AddListener (MyListenerType listener, DataType type_of_interest) {
if (DataType::Type_1 == type_of_interest) {
my_data_listeners_1.push_back(listener);
std::cout << "Added a method instance for DataType::Type_1" << "\n";
}
else if (DataType::Type_2 == type_of_interest) {
my_data_listeners_2.push_back(listener);
std::cout << "Added a method instance for DataType::Type_2" << "\n";
}
else {
std::cout << "Listener type not supported" << "\n";
}
}
void CallAllListnersWhohaveSuscribed() {
if (!my_data_listeners_1.empty()) {
std::string send_message_1 = "some message 123";
std::pair <DataType, std::string> info_to_send_1 = std::make_pair (DataType::Type_1, send_message_1);
for(auto const &listener : my_data_listeners_1) {
listener(info_to_send_1);
}
}
if (!my_data_listeners_2.empty()) {
std::string send_message_2 = "some message 456";
std::pair <DataType, std::string> info_to_send_2 = std::make_pair (DataType::Type_2, send_message_2);
for(auto const &listener : my_data_listeners_2) {
listener(info_to_send_2);
}
}
}
int main() {
// Add ListenerMethod_Instance_1 for instance
DataType data_type_1 = DataType::Type_1;
auto listener_instance_1 = std::bind(ListenerMethod_Instance_1, std::placeholders::_1);
AddListener(listener_instance_1, data_type_1);
// Add ListenerMethod_Instance_2 for instance
DataType data_type_2 = DataType::Type_2;
auto listener_instance_2 = std::bind(ListenerMethod_Instance_2, std::placeholders::_1);
AddListener(listener_instance_2, data_type_2);
CallAllListnersWhohaveSuscribed();
return 0;
}
Following is the output of the program:
./stdFunctionTest
Added a method instance for DataType::Type_1
Added a method instance for DataType::Type_2
ListenerMethod_Instance_1 called with message some message 123
ListenerMethod_Instance_2 called with message some message 456
But here is how I want to modify & struggling with. The caveat is that every ListenerMethod_Instance_1 & ListenerMethod_Instance_2 have to parse the pair to get their info which I don't want to. I want to enable a method of any C++ primitive data type be it "int, bool, float or double" to be able to be added into the listeners vector & receive the callback. For example following method should be "add-able" into AddListener.
void ListenerMethod_Instance_3(int integer_data) {
std::cout << "ListenerMethod_Instance_3 called with integer_data " << integer_data << "\n";
}
Looking at this link here looks somewhat possible someway. But I'm struggling to adapt it to my use-case here. Please suggest.
So, basically how can I achieve templates functionality with std::functions ?
struct anything_view_t {
void* ptr=0;
template<class T, std::enable_if_t<!std::is_same<anything_view_t, std::decay_t<T>>{}, int> =0>
anything_view_t(T&&t):ptr(std::addressof(t)){}
anything_view_t()=default;
anything_view_t(anything_view_t const&)=default;
anything_view_t& operator=(anything_view_t const&)=default;
template<class T>
operator T() const { return *static_cast<T*>(ptr); }
};
this is a very unsafe type erasing view of anything.
struct any_callbacks {
std::unordered_map<std::type_index, std::vector<std::function<void(anything_view_t)>>> table;
template<class T>
void add_callback( std::function<void(T)> f ){
table[typeid(T)].push_back(f);
}
template<class T>
void invoke_callbacks(T t) const {
auto it = table.find(typeid(T));
if (it==table.end()) return;
for(auto&&f:it->second)
f(t);
}
};
something like the above should work. The type T must match exactly. References not supported. Code not compiled, design is sound, probably has typos.
This is not restructed to primitive types. You should pass T explicitly, don't rely on deduction as that is fragile.

How to work around C++ pointer-to-member function limitation

C++ has limited ability to use pointer-to-member functions. I need something that will allow me to dynamically choose a callback member function, in order to use the Visitor pattern of the XMLNode::Accept(XMLVisitor *visitor) method from the TinyXML2 library.
To use XMLNode::Accept(), I must call it with a class which implements the XMLVisitor interface. Hence:
typedef bool (*Callback)(string, string);
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
callback(e.Name(), e.GetText());
}
Callback callback;
}
This works fine if my caller is NOT an object which wants to use one of its own methods as a callback function (so that it can access class variables). For example, this works:
bool myCallBackFunc(string e, string v) {
cout << "Element " << e << " has value " << v << endl;
return true;
}
int main(...) {
tinyxml2::XMLDocument doc;
doc.LoadFile("somefile.xml");
MyVisitor visit;
visit.callback = myCallBackFunc;
doc.Accept(&visit);
}
However, in my use case, the parsing is done inside a method in a class. I have multiple applications which have similar but unique such classes. I'd like to use only one generic MyVisitor class, rather than have the visitor class have unique knowledge of the internals of each class which will call it.
Thus, it would be convenient if the callback function were a method in each calling class so that I can affect the internal state of the object instantiated from that calling class.
Top level: I have 5 server applications which talk to 5 different trading partners, who all send XML responses, but each is enough different that each server app has a class which is unique to that trading partner. I'm trying to follow good OO and DRY design, and avoid extra classes having unique knowledge while still doing basically the same work.
Here's the class method I want Accept() to call back.
ServiceClass::changeState(string elem, string value) {
// Logic which sets member vars based on element found and its value.
}
Here's the class method which will call Accept() to walk the XML:
ServiceClass::processResponse(string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
MyVisitor visit;
visit.callback = &changeState; // ERROR. Does not work.
visit.callback = &ServiceClass::changeState; // ERROR. Does not work.
doc.Accept(&visit);
}
What's a simple way to get what I want? I can imagine more classes with derived classes unique to each situation, but that seems extremely verbose and clumsy.
Note: In the interest of brevity, my sample code above has no error checking, no null checking and may even have minor errors (e.g. treating const char * as a string ;-).
Below is the std::bind(..) example for what you're trying to do in C++11. For earlier C++ versions you could use the boost::bind utilities.
Fix your MyVisitor::VisitExit(...) method to return a boolean, by the way.
The code is converting const char * to std::string. tinyxml2 does not guarantee that the char * arguments from Name() or GetText() are not null. In fact in my experience they will be null at some point. You should guard against this. For the sake of not modifying your example too much I've not protected against this possibility everywhere in the example.
typedef bool(*Callback)(string, string);
using namespace std;
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
// return callback(e.Name(), e.GetText());
return true;
}
Callback callback;
};
/** Typedef to hopefully save on confusing syntax later */
typedef std::function< bool(const char * element_name, const char * element_text) > visitor_fn;
class MyBoundVisitor : public tinyxml2::XMLVisitor {
public:
MyBoundVisitor(visitor_fn fn) : callback(fn) {}
bool VisitExit(const tinyxml2::XMLElement &e) {
return callback(e.Name() == nullptr ? "\0" : e.Name(), e.GetText() == nullptr ? "\0": e.GetText());
}
visitor_fn callback;
};
bool
myCallBackFunc(string e, string v) {
cout << "Element " << e << " has value " << v << endl;
return true;
}
int
main()
{
tinyxml2::XMLDocument doc;
doc.LoadFile("somefile.xml");
MyVisitor visit;
visit.callback = myCallBackFunc;
doc.Accept(&visit);
visitor_fn fn = myCallBackFunc; // copy your function pointer into the std::function<> type
MyBoundVisitor visit2(fn); // note: declare this outside the Accept(..) , do not use a temporary
doc.Accept(&visit2);
}
So from within the ServiceClass method you'd do:
ServiceClass::processResponse(string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
// presuming changeState(const char *, const char *) here
visitor_fn fn = std::bind(&ServiceClass::changeState,this,std::placeholders::_1,std::placeholders::_2);
MyBoundVisitor visit2(fn); // the method pointer is in the fn argument, together with the instance (*this) it is a method for.
doc.Accept(&visit);
}
You can use generics in order to support whichever callback you'd like.
I've tried to mock the classes of the library in order to give you a fully runnable example:
#include <string>
#include <iostream>
#include <functional>
class XmlNode {
public:
XmlNode(const std::string& n, const std::string t) : name(n), txt(t) {}
const std::string& Name() const { return name; }
const std::string& GetText() const { return txt; }
private:
std::string name;
std::string txt;
};
class XMLVisitor {
public:
virtual void VisitExit(const XmlNode& node) = 0;
virtual ~XMLVisitor() {}
};
template<typename T>
class MyVisitor : XMLVisitor {
public:
MyVisitor() {}
void myInnerPrint(const XmlNode& node) {
std::cout << "MyVisitor::myInnerPrint" << std::endl;
std::cout << "node.Name(): " << node.Name() << std::endl;
std::cout << "node.GetText(): " << node.GetText() << std::endl;
}
void SetCallback(T newCallback) {
callback = newCallback;
}
virtual void VisitExit(const XmlNode& node) {
callback(node);
}
T callback;
};
int main() {
XmlNode node("In", "Member");
MyVisitor<std::function<void(const XmlNode&)>> myVisitor;
auto boundCall =
[&myVisitor](const XmlNode& node) -> void {
myVisitor.myInnerPrint(node);
};
myVisitor.SetCallback(boundCall);
myVisitor.VisitExit(node);
return 0;
}
First define a template and a helper function:
namespace detail {
template<typename F>
struct xml_visitor : tinyxml2::XMLVisitor {
xml_visitor(F&& f) : f_(std::move(f)) {}
virtual void VisitExit(const tinyxml2::XMLElement &e) {
f_(e);
}
private:
F f_;
};
}
template<class F>
auto make_xml_visitor(F&& f)
{
return detail::xml_visitor<std::decay_t<F>>(std::forward<F>(f));
}
Then use the helper function to construct a custom visitor from a lambda which captures this:
void ServiceClass::processResponse(std::string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
auto visit = make_xml_visitor([this](const auto& elem)
{
this->changeState(elem.Name(), elem.GetText);
});
doc.Accept(std::addressof(visit));
}
The rule is that a function pointer must always accept a void * which is passed in to the module which calls it, and passed back. Or use a lambda which is the same thing with some of the machinery automated for you. (The void * is the "closure").
So
typedef bool (*Callback)(string, string, void *context);
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
callback(e.Name(), e.GetText(), contextptr);
}
Callback callback;
void *contextptr;
}
bool myCallBackFunc(string e, string v, void *context) {
ServiceClass *service = (ServiceClass *) context;
cout << "Element " << e << " has value " << v << endl;
service->ChangeState(e, v);
return true;
}

C++ declare derived class object inside of if-else and use it outside

I have a (parent) class named Alma with the (virtual) function Getwidth() and two derived class of Alma, named Birs (with the special function Getheight()) and Citrom (with the special function Getdepth()). I want to declare an object - named Attila - which type is Birs or Citrom depending on a bool. Later, I want to use the common function Getwidth() and also the special functions (depending the bool mentioned).
My (not working) code:
/*...*/
/*Classes*/
class Alma{
public: virtual int Getwidth() = 0;
/*ect...*/
}
class Birs: public Alma{
int Getwidth(){return 1;}
public: int Getheight(){return 2;}
/*ect...*/
}
class Citrom: public Alma{
int Getwidth(){return 3;}
public: int Getdepth(){return 4;}
/*ect...*/
}
/*...*/
/*Using them*/
void Useobjects(){
/*Create object depending on bool*/
if(b00lvar){
Birs Andor();
std::cout<<Andor.Getwidth()<<" "<<Andor.Getheight()<<std::endl;
}else{
Citrom Andor();
std::cout<<Andor.Getwidth()<<" "<<Andor.Getdepth()<<std::endl;
}
/*Using the common part of object*/
std::cout<<Andor.Getwidth()<<std::endl;
/*Using the special part of object*/
if(b00lvar){
std::cout<<Andor.Getheight()<<std::endl;
}else{
std::cout<<Andor.Getdepth()<<std::endl;
}
/*ect...*/
}
This is a classic case of polymorphic object handling. Just make sure you are familiar with that concept as well with pointers and references.
What you need is something looking like:
Alma* Andor;
if(b00lvar){
Andor = new Birs();
std::cout<<Andor->Getwidth()<<" "<<Andor->Getheight()<<std::endl;
}else{
Andor = new Citrom();
std::cout<<Andor->Getwidth()<<" "<<Andor->Getdepth()<<std::endl;
}
Next use dynamic_cast to get back to the derived types and finally of course do not forget to delete the object. But first read about those concepts.
You cannot define a single object whose type is this or that, depending on something else. C++ doesn't work this way. C++ is a statically-typed language. This means that the type of every object is determined at compile time. Other languages, like Perl, or Javascript, are dynamically-typed, where the type of an object is determined at runtime, and a single object can be one thing, at one point, and something else at a different point.
But C++ does not work this way.
To do something like what you're trying to do, you have to refactor the code, and work with the virtual superclass. Something like this:
void UseObject(Alma &andor)
{
/*Using the common part of object*/
std::cout<<andor.Getwidth()<<std::endl;
/*Using the special part of object*/
/* This part is your homework assignment */
}
void Useobjects(){
/*Create object depending on bool*/
if(b00lvar){
Birs andor;
std::cout<<Andor.Getwidth()<<" "<<Andor.Getheight()<<std::endl;
UseObject(andor);
}else{
Citrom andor;
std::cout<<Andor.Getwidth()<<" "<<Andor.Getdepth()<<std::endl;
UseObject(andor);
}
}
Another approach would be to use two pointers, in this case passing two pointers to UseObject(). One of the two pointers will always be a nullptr, and the other one a pointer to the instantiated object, with UseObject() coded to deal with whatever object is passed in.
That's also possible, but will result in ugly code, and if I was an instructor teaching C++, I would mark down anyone who handed in code that did that.
If the type of the object (Alma or Citrom) is decided at the startup, then it's a classic polymorphism, as other answers described:
https://stackoverflow.com/a/36218884/185881
What're you missing from your design is, to name the common ancestor with common behaviors (e.g. Gyumolcs).
If the object should once act as Alma and other times as Citrom, you should implement a single class, which have a flag or enum (ACT_AS_CITROM, ACT_AS_ALMA), or, if the behavior is limited to one method, then it should have a parameter, which tells which action to perform (alma-like or citrom-like).
You can do this with pointer semantic and type introspection with dynamic_cast. I extended your example to show how I would approach it.
Here is the Demo
#include <iostream>
#include <memory>
using namespace std;
class Alma{
public:
virtual int Getwidth() = 0;
};
class Birs: public Alma{
public:
int Getwidth() { return 1; }
int Getheight() { return 2; }
};
class Citrom: public Alma{
public:
int Getwidth() { return 3; }
int Getdepth() { return 4; }
};
shared_ptr<Alma> make_attila(bool birs)
{
if (birs)
return make_shared<Birs>();
else
return make_shared<Citrom>();
}
void test_attila(shared_ptr<Alma> attila)
{
cout << "width: " << attila->Getwidth() << "\n";
if (auto as_birs = dynamic_pointer_cast<Birs>(attila))
cout << "height: " << as_birs->Getheight() << "\n";
else if (auto as_citrom = dynamic_pointer_cast<Citrom>(attila))
cout << "depth: " << as_citrom->Getdepth() << "\n";
}
int main() {
shared_ptr<Alma> attila = make_attila(true);
test_attila(attila);
attila = make_attila(false);
test_attila(attila);
return 0;
}
Next step would be to make make_attila a template function taking the Derived class as a template parameter instead of a bool.
template <class Derived>
shared_ptr<Alma> make_attila()
{
return make_shared<Derived>();
}
Two things:
If you want to use it outside the if, you will have to declare it outside the if.
You need references or pointers for this kind of polymorphism.
unique_ptr<Alma> Andor;
if (b00lvar) {
Andor = make_unique<Birs>();
} else {
Andor = make_unique<Citrom>();
}
std::cout << Andor->Getwidth() << std::endl;
Some other answer suggested using shared_ptr but that's overkill here. 99% of the time unique_ptr is sufficient.
Polymorphism isn't always the way to go if an object is known to be either a B or a C. In this case, a boost::variant is often more succinct.
Having said this, if you want to go down the polymorphic route it's important to remember something that will guide the design.
Polymorphic means runtime polymorphic. I.e. the program cannot know the real type of the object. It also cannot know the full set of possible types the object could be, since another developer could manufacture a type that your module's code knows nothing about. Furthermore, when using the Alma interface, the code should not need to know anything more. Invoking magic such as "I know it'll be a Citrom because the bool is true" is laying the foundations for a code maintenance nightmare a few weeks or months down the line. When done in commercial, production code, it results in expensive and embarrassing bug-hunts. Don't do that.
This argues that all relevant information about any object of type Alma must be available in the Alma interface.
In our case, the relevant information is whether it has the concept of height and/or depth.
In this case, we should probably include these properties in the base interface plus provide functions so that the program can query whether the property is valid before using it.
Here is something like your example written this way:
#include <iostream>
#include <memory>
#include <typeinfo>
#include <string>
#include <exception>
#include <stdexcept>
// separating out these optional properties will help me to reduce clutter in Alma
struct HeightProperty
{
bool hasHeight() const { return impl_hasHeight(); }
int getHeight() const { return impl_getHeight(); }
private:
// provide default implementations
virtual bool impl_hasHeight() const { return false; }
virtual int impl_getHeight() const { throw std::logic_error("getHeight not implemented for this object"); }
};
struct DepthProperty
{
bool hasDepth() const { return impl_hasDepth(); }
int getDepth() const { return impl_getDepth(); }
private:
virtual bool impl_hasDepth() const { return false; }
virtual int impl_getDepth() const { throw std::logic_error("getDepth not implemented for this object"); }
};
class Alma : public HeightProperty, public DepthProperty
{
public:
Alma() = default;
virtual ~Alma() = default;
// note: nonvirtual interface defers to private virtual implementation
// this is industry best practice
int getWidth() const { return impl_getWidth(); }
const std::string& type() const {
return impl_getType();
}
private:
virtual int impl_getWidth() const = 0;
virtual const std::string& impl_getType() const = 0;
};
class Birs: public Alma
{
private:
// implement the mandatory interface
int impl_getWidth() const override { return 1; }
const std::string& impl_getType() const override {
static const std::string type("Birs");
return type;
}
// implement the HeightProperty optional interface
bool impl_hasHeight() const override { return true; }
int impl_getHeight() const override { return 2; }
};
class Citrom: public Alma
{
private:
// implement the mandatory interface
int impl_getWidth() const override { return 3; }
const std::string& impl_getType() const override {
static const std::string type("Citrom");
return type;
}
// implement the DepthProperty optional interface
bool impl_hasDepth() const override { return true; }
int impl_getDepth() const override { return 4; }
};
/*...*/
/*Using them*/
// generate either a Birs or a Citrom, but return the Alma interface
std::unique_ptr<Alma> make_alma(bool borc)
{
if (borc) {
return std::make_unique<Birs>();
}
else {
return std::make_unique<Citrom>();
}
}
void Useobjects()
{
for (bool b : { true, false })
{
std::unique_ptr<Alma> pa = make_alma(b);
std::cout << "this object's typeid name is " << pa->type() << std::endl;
std::cout << "it's width is : " << pa->getWidth() << std::endl;
if(pa->hasHeight()) {
std::cout << "it's height is: " << pa->getHeight() << std::endl;
}
if(pa->hasDepth()) {
std::cout << "it's depth is: " << pa->getDepth() << std::endl;
}
}
}
int main()
{
Useobjects();
return 0;
}
expected output:
this object's typeid name is Birs
it's width is : 1
it's height is: 2
this object's typeid name is Citrom
it's width is : 3
it's depth is: 4

C++ std::map holding ANY type of value

Basically I want MyClass that holds a Hashmap that maps Field name(string) to ANY type of
Value.. For this purpose I wrote a separate MyField class that holds the type & value information..
This is what I have so far:
template <typename T>
class MyField {
T m_Value;
int m_Size;
}
struct MyClass {
std::map<string, MyField> fields; //ERROR!!!
}
But as you can see, the map declaration fails because I didn't provide the type parameter for MyField...
So I guess It has to be something like
std::map< string, MyField<int> > fields;
or
std::map< string, MyField<double> > fields;
But obviously this undermines my whole purpose, because the declared map can only hold MyField of a specific type.. I want a map that can hold ANY type of MyField clas..
Is there any way I can achieve this..?
This is plain in C++ 17. Use std::map + std::any + std::any_cast:
#include <map>
#include <string>
#include <any>
int main()
{
std::map<std::string, std::any> notebook;
std::string name{ "Pluto" };
int year = 2015;
notebook["PetName"] = name;
notebook["Born"] = year;
std::string name2 = std::any_cast<std::string>(notebook["PetName"]); // = "Pluto"
int year2 = std::any_cast<int>(notebook["Born"]); // = 2015
}
Blindy's answer is very good (+1), but just to complete the answer: there is another way to do it with no library, by using dynamic inheritance:
class MyFieldInterface
{
int m_Size; // of course use appropriate access level in the real code...
~MyFieldInterface() = default;
}
template <typename T>
class MyField : public MyFieldInterface {
T m_Value;
}
struct MyClass {
std::map<string, MyFieldInterface* > fields;
}
Pros:
it's familiar to any C++ coder
it don't force you to use Boost (in some contexts you are not allowed to);
Cons:
you have to allocate the objects on the heap/free store and use reference semantic instead of value semantic to manipulate them;
public inheritance exposed that way might lead to over-use of dynamic inheritance and a lot of long-term issues related to your types really being too inter-dependent;
a vector of pointers is problematic if it have to own the objects, as you have to manage destruction;
So use boost::any or boost::variant as default if you can, and consider this option only otherwise.
To fix that last cons point you could use smart pointers:
struct MyClass {
std::map<string, std::unique_ptr<MyFieldInterface> > fields; // or shared_ptr<> if you are sharing ownership
}
However there is still a potentially more problematic point:
It forces you to create the objects using new/delete (or make_unique/shared). This mean that the actual objects are created in the free store (the heap) at any location provided by the allocator (mostly the default one). Therefore, going though the list of objects very often is not as fast as it could be because of cache misses.
If you are concerned with performance of looping through this list very often as fast as possible (ignore the following if not), then you'd better use either boost::variant (if you already know all the concrete types you will use) OR use some kind of type-erased polymorphic container.
The idea is that the container would manage arrays of objects of the same type, but that still expose the same interface. That interface can be either a concept (using duck-typing techniques) or a dynamic interface (a base class like in my first example).
The advantage is that the container will keep same-type objects in separate vectors, so going through them is fast. Only going from one type to another is not.
Here is an example (the images are from there): http://bannalia.blogspot.fr/2014/05/fast-polymorphic-collections.html
However, this technique loose it's interest if you need to keep the order in which the objects are inserted.
In any way, there are several solutions possible, which depends a lot on your needs. If you have not enough experience with your case, I suggest using either the simple solution I first explained in my example or boost::any/variant.
As a complement to this answer, I want to point very good blog articles which summarize all C++ type-erasure techniques you could use, with comments and pros/cons:
http://talesofcpp.fusionfenix.com/post-16/episode-nine-erasing-the-concrete
http://akrzemi1.wordpress.com/2013/11/18/type-erasure-part-i/
http://akrzemi1.wordpress.com/2013/12/06/type-erasure-part-ii/
http://akrzemi1.wordpress.com/2013/12/11/type-erasure-part-iii/
http://akrzemi1.wordpress.com/2014/01/13/type-erasure-part-iv/
Use either boost::variant (if you know the types you can store, it provides compile time support) or boost::any (for really any type -- but that's kind of unlikely to be the case).
http://www.boost.org/doc/libs/1_55_0/doc/html/variant/misc.html#variant.versus-any
Edit: I cannot emphasize enough that although rolling your own solution might seem cool, using a complete, proper implementation will save you a lot of headache in the long run. boost::any implements RHS copy constructors (C++11), both safe (typeid()) and unsafe (dumb casts) value retrievals, with const corectness, RHS operands and both pointer and value types.
That's true in general, but even more so for low level, base types you build your entire application on.
class AnyBase
{
public:
virtual ~AnyBase() = 0;
};
inline AnyBase::~AnyBase() {}
template<class T>
class Any : public AnyBase
{
public:
typedef T Type;
explicit Any(const Type& data) : data(data) {}
Any() {}
Type data;
};
std::map<std::string, std::unique_ptr<AnyBase>> anymap;
anymap["number"].reset(new Any<int>(5));
anymap["text"].reset(new Any<std::string>("5"));
// throws std::bad_cast if not really Any<int>
int value = dynamic_cast<Any<int>&>(*anymap["number"]).data;
C++17 has a std::variant type that has facilities for holding different types much better than a union.
For those not on C++17, boost::variant implements this same mechanism.
For those not using boost, https://github.com/mapbox/variant implements a much lighter version of variant for C++11 and C++14 that looks very promising, well documented, lightweight, and has plenty of usage examples.
You could also use a void* and cast the value back to the correct type using reinterpret_cast. Its a technique often used in C in callbacks.
#include <iostream>
#include <unordered_map>
#include <string>
#include <cstdint> // Needed for intptr_t
using namespace std;
enum TypeID {
TYPE_INT,
TYPE_CHAR_PTR,
TYPE_MYFIELD
};
struct MyField {
int typeId;
void * data;
};
int main() {
std::unordered_map<std::string, MyField> map;
MyField anInt = {TYPE_INT, reinterpret_cast<void*>(42) };
char cstr[] = "Jolly good";
MyField aCString = { TYPE_CHAR_PTR, cstr };
MyField aStruct = { TYPE_MYFIELD, &anInt };
map.emplace( "Int", anInt );
map.emplace( "C String", aCString );
map.emplace( "MyField" , aStruct );
int intval = static_cast<int>(reinterpret_cast<intptr_t>(map["Int"].data));
const char *cstr2 = reinterpret_cast<const char *>( map["C String"].data );
MyField* myStruct = reinterpret_cast<MyField*>( map["MyField"].data );
cout << intval << '\n'
<< cstr << '\n'
<< myStruct->typeId << ": " << static_cast<int>(reinterpret_cast<intptr_t>(myStruct->data)) << endl;
}
This is a naive way of doing it. Of course, you can add wrappers to void the some boiler plate code.
#include <iostream>
#include <memory>
#include <map>
#include <vector>
#include <cassert>
struct IObject
{
virtual ~IObject() = default;
};
template<class T>
class Object final : public IObject
{
public:
Object(T t_content) : m_context(t_content){}
~Object() = default;
const T& get() const
{
return m_context;
}
private:
T m_context;
};
struct MyClass
{
std::map<std::string, std::unique_ptr<IObject>> m_fields;
};
int main()
{
MyClass yourClass;
// Content as scalar
yourClass.m_fields["scalar"] = std::make_unique<Object<int>>(35);
// Content as vector
std::vector<double> v{ 3.1, 0.042 };
yourClass.m_fields["vector"] = std::make_unique<Object<std::vector<double>>>(v);
auto scalar = dynamic_cast<Object<int>*>(yourClass.m_fields["scalar"].get())->get();
assert(scalar == 35);
auto vector_ = dynamic_cast<Object<std::vector<double>>*>(yourClass.m_fields["vector"].get())->get();
assert(v == vector_);
return 0;
}
Work in progress. The advantage this method has is that you don't have to cast anything when doing assignment, or any of the features listed below.
As of now it can:
store non-container literal types (const char*, double, int, float, char, bool)
output value for corresponding key with ostream operator
reassign the value of an existing key
add a new key:value pair using the append method only, key cannot be the same, or else you get an error message
add literals of the same type with the + operator
In the code, I have demonstrated in the main function what it can currently do.
/*
This program demonstrates a map of arbitrary literal types implemented in C++17, using any.
*/
#include <vector>
#include <any>
#include <utility>
#include <iostream>
using namespace std;
class ArbMap
{
public:
ArbMap() : vec({}), None("None") {} //default constructor
ArbMap(const vector < pair<any,any> > &x) //parametrized constructor, takes in a vector of pairs
: vec(x), None("None") {}
//our conversion function, this time we pass in a reference
//to a string, which will get updated depending on which
//cast was successful. Trying to return values is ill-advised
//because this function is recursive, so passing a reference
//was the next logical solution
void elem(any &x, string &temp, int num=0 )
{
try
{
switch (num)
{
case 0:
any_cast<int>(x);
temp = "i";
break;
case 1:
any_cast<double>(x);
temp = "d";
break;
case 2:
any_cast<const char*>(x);
temp = "cc";
break;
case 3:
any_cast<char>(x);
temp = "c";
break;
case 4:
any_cast<bool>(x);
temp = "b";
break;
case 5:
any_cast<string>(x);
temp = "s";
break;
}
}
catch(const bad_cast& e)
{
elem(x,temp,++num);
}
}
//returns size of vector of pairs
size_t size()
{
return vec.size();
}
/* Uses linear search to find key, then tries to cast
all the elements into the appropriate type. */
any& operator[](any key)
{
ArbMap temp;
string stemp;
for (size_t i = 0; i<vec.size(); ++i)
{
temp.elem(vec[i].first,stemp);
if (stemp=="i")
{
try
{
any_cast<int>(key);
}
catch(const bad_cast& e)
{
continue;
}
if (any_cast<int>(key)==any_cast<int>(vec[i].first))
{
return vec[i].second;
}
}
else if (stemp=="d")
{
try
{
any_cast<double>(key);
}
catch(const bad_cast& e)
{
continue;
}
if (any_cast<double>(key)==any_cast<double>(vec[i].first))
{
return vec[i].second;
}
}
else if (stemp=="cc")
{
try
{
any_cast<const char*>(key);
}
catch(const bad_cast& e)
{
continue;
}
if (any_cast<const char*>(key)==any_cast<const char*>(vec[i].first))
{
return vec[i].second;
}
}
else if (stemp=="c")
{
try
{
any_cast<char>(key);
}
catch(const bad_cast& e)
{
continue;
}
if (any_cast<char>(key)==any_cast<char>(vec[i].first))
{
return vec[i].second;
}
}
else if (stemp=="b")
{
try
{
any_cast<bool>(key);
}
catch(const bad_cast& e)
{
continue;
}
if (any_cast<bool>(key)==any_cast<bool>(vec[i].first))
{
return vec[i].second;
}
}
}
//vec.push_back({key,None});
throw -1;
//return None;
}
void print();
void append(any key, any value);
private:
vector < pair<any,any> > vec;
any None;
};
ostream& operator<<(ostream& out, any a)
{
ArbMap temp; //should be updated to be a smart pointer?
string stemp;
temp.elem(a,stemp); //stemp will get updated in the elem function
//The "if else-if ladder" for casting types
if (stemp=="i") out << any_cast<int>(a);
else if (stemp=="d") out << any_cast<double>(a);
else if (stemp=="cc") out << any_cast<const char*>(a);
else if (stemp=="c") out << any_cast<char>(a);
else if (stemp=="b")
{
if (any_cast<bool>(a)==1)
out << "true";
else
out << "false";
}
else if (stemp=="s") out << any_cast<string>(a);
return out;
}
any operator+(any val1, any val2)
{
ArbMap temp;
string stemp1, stemp2;
temp.elem(val1,stemp1);
temp.elem(val2,stemp2);
try
{
if (stemp1 != stemp2)
throw -1;
if (stemp1 == "i")
{
return any_cast<int>(val1)+any_cast<int>(val2);
}
else if (stemp1 == "d")
{
return any_cast<double>(val1)+any_cast<double>(val2);
}
else if (stemp1 == "cc")
{
return string(any_cast<const char*>(val1))+string(any_cast<const char*>(val2));
}
else if (stemp1 == "c")
{
return string{any_cast<char>(val1)}+string{any_cast<char>(val2)};
}
else if (stemp1=="b")
{
return static_cast<bool>(any_cast<bool>(val1)+any_cast<bool>(val2));
}
}
catch (int err)
{
cout << "Bad cast! Operands must be of the same 'type'.\n";
}
return val1;
}
void ArbMap::print()
{
cout << '\n';
for (size_t i = 0; i<vec.size(); ++i)
{
cout << vec[i].first << ": " << vec[i].second << '\n';
}
cout << '\n';
}
void ArbMap::append(any key, any value)
{
try
{
(*this)[key];
throw "Already exists!";
}
catch(int error)
{
vec.push_back({key,value});
}
catch(const char* error)
{
cout << "ArbMap::append failed, key already exists!\n";
}
}
int main() {
ArbMap s({{1,2},{"aaa",1.2},{'c',33.3},{"what","this is awesome"}, {true, false}});
cout << s[1] << '\n' << s["aaa"] << '\n' << s['c']
<< '\n' << s["what"] << '\n'
//Uncomment the line below and runtime error will occur, as
//entry is not in the dictionary
// << s["not in the dictionary bro"] << '\n'
<< s[true] << '\n';
s.print();
s[1] = "hello";
s.print();
s.append(2.3,"what");
s.print();
s[2.3] = "hello";
s.print();
s.append(2.3,"what");
s.print();
s[1] = 1.2;
s.print();
s.append(2.4,1.2);
//Operator +
cout << s[1]+s[2.4] << '\n';
cout << s["what"] + s[2.3] << '\n';
s.append('d','a');
cout << s['c'] << '\n';
cout << s[2.4]+ s["aaa"]+ s['c'] + s['c'] + s['c'] << '\n';
cout << s[true]+s[true] << '\n';
return 0;
}