I have a base class instance, there is a derived class that inherits from the base class, I want to transform the base instance into derived instance, (if possible without copying anything (maybe sending to the derived class a reference of the base class)) how can I achieve that?
Note: I need this because I'm using factory design pattern which identify the derived class needed to be created using a parameter located in the base instance.
//class A
//class B: public A (pure virtual)
//class C: public B
B BFactory::makeB(A &a) {
int n=a.getN();
if(n==1){
return new C();
}
}
Thanks.
Consider the case of the car.
You can treat a Lamborghini as a car.
You can treat a Yugo as a car.
You can treat a car as a Lamborghini if it is a Lamborghini. In C++ this means a pointer to car that really points to a Lamborghini. In order to get a Lamborghini pointer back out of the car pointer you should use dynamic_cast. If the car does not point to a Lamborghini, dynamic_cast will return NULL. This keeps you from trying to pass off a Yugo as a Lamborghini and blowing the Yugo's engine.
But when the Lamborghini is being treated as a car, it can only do car things. If you copy a Lamborghini into a car, you strip out all Lamborghini-ness forever. It's gone.
Code time!
This, I'm afraid cannot be done:
//class A
//class B: public A (pure virtual)
//class C: public B
B BFactory::makeB(A &a) {
int n=a.getN();
if(n==1){
return new C();
}
}
C is being copied into a B and the B is being returned. B would need a constructor that took a C, but the point is moot. B cannot be instantiated if it's pure virtual. For now we'll ignore the leak that would be new C()
Also can't use a reference for this job, pretty much the same problem, so you're trapped into returning a pointer
B * BFactory::makeB(A &a) {
int n=a.getN();
if(n==1){
return new C();
}
}
Now I'm going to make a suggestion: Build the make function into B and handle the case where A doesn't map to anything recognized by B.
class B: public A
{
public:
virtual ~B(){}
static B * makeB(A & a)
{
switch(a.getN())
{
case 1:
return new C();
}
return NULL;
}
};
But this leads to another recommendation: Why should B know anything? And What is the point of A at this level? Why is A storing build codes for classes two or more steps down the hierarchy? Bad from a maintenance point of view. The point of objects is they know who they are and how to manipulate themselves. Short-circuiting this leads to pain.
class B: public A
{
public:
virtual ~B(){}
virtual B* makeB() = 0;
};
Now B only makes Bs, needs no help from A, and those who extend B are stuck with figuring out how to make themselves--a task they should know better than anyone else. Much safer because there is never any possibility of a code unrecognised by B for a new class.
class C: public B
{
public:
B* makeB()
{
return new C();
}
};
class D: public B
{
public:
B* makeB()
{
return new D();
}
};
Edit: Traditional factory
You're asking for an abstract factory. For that you need nothing. You don't even need a class. You certainly don't need a class A. The goal of this sort of factory is the caller knows nothing about the class. By providing an A, the caller needs to know how to make an A or have another factory that makes an A.
First a bit of set-up in a header file BFactory.h:
#ifndef BFACTORY_H_
#define BFACTORY_H_
#include <exception>
class B
{
public:
virtual ~B(){}
virtual std::string whatAmI() = 0;
protected:
// data members common to all B subclasses
};
enum bType
{
gimmie_a_C,
gimmie_a_D,
gimmie_an_E
};
class BadTypeException: public std::exception
{
public:
const char* what() const noexcept
{
return "Dude! WTF?!?";
}
};
B* BFactory(enum bType type);
#endif /* BFACTORY_H_ */
Here I'm going to deviate from the book way a little. Rather than using an integer to identify the type to be built, I'm going to use an enum. Two reasons: Easier to read and understand gimme_a_C than 1 and generates a compiler error if you try to provide a value that is not enumerated.
enum bType
{
gimmie_a_C,
gimmie_a_D,
gimmie_an_E
};
And an exception to flag stupidity if the enum is updated with new types (gimmie_an_E) but the factory is not.
class BadTypeException: public std::exception
{
public:
const char* what() const noexcept
{
return "Dude! WTF?!?";
}
};
This is all the Factory client needs to see. They don't see C. They don't see D. They have no clue that C and D exist in any way other than the names listed in enum bType. All they ever see is pointers to B.
Now for the implementation BFactory.cpp:
#include "BFactory.h"
class C:public B
{
std::string whatAmI()
{
return "C";
}
};
class D:public B
{
std::string whatAmI()
{
return "D";
}
};
B* BFactory(enum bType type)
{
switch(type)
{
case gimmie_a_C:
return new C();
case gimmie_a_D:
return new C();
default:
throw BadTypeException();
}
}
I'll leave it up to the reader to spot the stupid bug in the above code that makes these error prone and why I don't like them.
And usage, main.cpp:
#include "BFactory.h"
int main()
{
B * temp;
temp = BFactory(gimmie_a_C);
std::cout << temp->whatAmI() << std::endl;
delete temp;
temp = BFactory(gimmie_a_D);
std::cout << temp->whatAmI() << std::endl;
delete temp;
//temp = BFactory(1001); // won't compile
try
{
temp = BFactory(gimmie_an_E); // will compile, throws exception
std::cout << temp->whatAmI() << std::endl;
}
catch(BadTypeException& wtf)
{
std::cerr << wtf.what() << std::endl;
}
}
There is still absolutely no use for or involvement of A. A if it exists, should no nothing about B or the children of B.
These days there is a little improvement we can make so that the pointers are a little safer. unique_ptr allows us to maintain the polymporphic advantages of a pointer to B without the memory management woes.
std::unique_ptr<B> BFactory(enum bType type)
{
switch(type)
{
case gimmie_a_C:
return std::unique_ptr<B>(new C());
case gimmie_a_D:
return std::unique_ptr<B>(new D());
default:
throw BadTypeException();
}
}
and the new main:
int main()
{
std::unique_ptr<B> temp;
temp = BFactory(gimmie_a_C);
std::cout << temp->whatAmI() << std::endl;
temp = BFactory(gimmie_a_D);
std::cout << temp->whatAmI() << std::endl;
}
You might want to define a constructor that takes the base class instance as the argument so you can later use static_cast to convert from the base class to the derived class.
class Derived : public Base
{
public:
Derived(const Base& base) : Base{base} {}
};
int main()
{
Base a;
Derived b = static_cast<Derived>(a);
}
If you want to create a derived class instance using the base class instance then there is some conversion rule between the two, which you can specify explicitly using a derived class constructor.
Although it is impossible to alter the type of an object you still can make instances of base and derived classes share the same data:
#include <memory>
#include <iostream>
class Base
{
protected:
struct CommonData
{
int A;
int B;
};
std::shared_ptr<CommonData> m_data;
public:
Base() : m_data(std::make_shared<CommonData>())
{
m_data->A = 0;
m_data->B = 0;
}
void SetData(Base * source)
{
m_data = source->m_data;
}
int A() const { return m_data->A; }
int B() const { return m_data->B; }
void SetA(int value) { m_data->A = value; }
void SetB(int value) { m_data->B = value; }
};
class Derived : public Base
{
public:
int C;
};
using namespace std;
int _tmain(int argc, _TCHAR* argv[])
{
Base base;
base.SetA(12);
base.SetB(46);
Derived derived;
derived.SetData(&base);
derived.C = 555;
cout << derived.A() << endl; // 12
cout << derived.C << endl; // 555;
cin.get();
}
A base class should not "know" about how to make its own derived class instances. That is the point of inheritance.
The "is a" relationship of derived classes means that any subclass instance will pass as a base class instance transparently, and you can treat it as one, and by default base class non-virtual methods are called on a base class reference, even if it a derived class instance. Only virtual methods use the derived class method.
In the case of creating a base class instance from a derived class you want to "slice" the instance data (normally a bad thing and normally a mistake).
class A{ // ... A stuff };
class B : A
{ // ... B stuff
A make_A() { return (A) B(*this); } // copy cast to A
};
Under no circumstances try to do this:
class B;
class A { // ...
B make_B() { return B(*this); }
};
That is inverted OO logic. It requires at least 2 scans of the source code, which C++ does not do. It fails.
Related
The goal of the code structure below is to be able to store pointers to objects of any class inherited from 'A'.
When I run this code, I get 0 written out, but what I'm trying to access is the 'B' object's 'num' value, which is 1. How can I do that?
As far as I know, when you create an inherited class's object, you create an object of the parent class too automatically. So can I somehow access the parent class object from it's child and set it's class member to match?
See minimal reproducible example below.
Update: Virtual functions solved the problem.
#include <iostream>
class A
{
public:
int num;
A()
{
num = 0;
}
};
class B : public A
{
public:
int num;
B()
{
num = 1;
}
};
class C
{
public:
A* ptr_array[2];
C()
{
ptr_array[0] = new B();
}
void print()
{
std::cout << ptr_array[0]->num << std::endl;
}
};
int main()
{
C* object_c = new C();
object_c->print();
return 0;
}
The problem is that you define a member num in A, and another member num in B. So an object of type B has two members called num, and you're leaving it to the compiler to choose which one to use -- which it does, according to logical rules which may be unfamiliar to you.
If you remove the line in num; from the definition of B, the code will work as you intend.
Your array is a red herring. You are only using one pointer. Might just as well have it as a member for the sake of the example.
I suppose you might need something like this (note, untested code).
#include <memory>
#include <iostream>
class A {
public:
A() : m_num(0) {} // use this instead of assignment in the c'tor body
virtual int getNum() { return m_num; } // this is **the** way to use inheritance
virtual ~A() = default; // required
private:
int m_num;
};
class B : public A {
public:
B() : m_otherNum(1) {}
virtual int getNum() { return m_otherNum; } // does something different from A
private:
int m_otherNum; // you could also call it m_num, but for clarity I use a different name
};
class C {
public:
C() : m_a (std::make_unique<B>()) {} // note, use this instead of new B
void print() {
std::cout << m_a->getNum() << std::endl;
}
private:
std::unique_ptr<A> m_a; // note, use this instead of A* m_a;
};
I have no way of knowing if this is really what you need (or you think you need). This is how inheritance is supposed to be used in object-oriented programming. You can use it in various other ways and produce correct (as far as the language definition is concerned) programs. But if this is the case, then (public) inheritance is likely not the best tool for the job.
I'm reading Scott Meyers' More Effective C++ now. Edifying! Item 2 mentions that dynamic_cast can be used not only for downcasts but also for sibling casts. Could please anyone provide a (reasonably) non-contrived example of its usage for siblings? This silly test prints 0 as it should, but I can't imagine any application for such conversions.
#include <iostream>
using namespace std;
class B {
public:
virtual ~B() {}
};
class D1 : public B {};
class D2 : public B {};
int main() {
B* pb = new D1;
D2* pd2 = dynamic_cast<D2*>(pb);
cout << pd2 << endl;
}
The scenario you suggested doesn't match sidecast exactly, which is usually used for the casting between pointers/references of two classes, and the pointers/references are referring to an object of class which both derives from the two classes. Here's an example for it:
struct Readable {
virtual void read() = 0;
};
struct Writable {
virtual void write() = 0;
};
struct MyClass : Readable, Writable {
void read() { std::cout << "read"; }
void write() { std::cout << "write"; }
};
int main()
{
MyClass m;
Readable* pr = &m;
// sidecast to Writable* through Readable*, which points to an object of MyClass in fact
Writable* pw = dynamic_cast<Writable*>(pr);
if (pw) {
pw->write(); // safe to call
}
}
LIVE
It is called cross-cast, and it is used when a class inherits from two different classes (not the other way around, as shown in your question).
For example, given the following class-hierarchy:
A B
\ /
C
If you have an A pointer to a C object, then you can get a B pointer to that C object:
A* ap = new C;
B* bp = dynamic_cast<B*>(ap);
I'm setting a up an interface for various components of a framework in a personal project, and i've suddenly thought of something that i figured might be useful with an interface. My question is whether this is possible or not:
class a
{
public:
virtual class test = 0;
};
class b : public a
{
public:
class test
{
public:
int imember;
};
};
class c : public a
{
public:
class test
{
public:
char cmember; // just a different version of the class. within this class
};
};
sort of declaring a virtual class or pure virtual class, that is required to be defined within the derived object, so that you might be able to do something like this:
int main()
{
a * meh = new b();
a * teh = new c();
/* these would be two different objects, but have the same name, and still be able
to be referred to by an interface pointer in the same way.*/
meh::test object1;
teh::test object2;
delete meh;
delete teh;
return 0;
}
msvc++ throws me a bunch of syntax errors, so is there a way to do this, and i'm just not writing it right?
No, it isn't valid. In any case, C++ has no concept of virtual classes as such. You can probably achieve what you want by holding a pointer to a certain class with only pure virtual methods (although that isn't a requirement):
class ITest { /* full of pure virtual methods... maybe. */};
class a
{
public:
virtual ITest* someFunctionName()=0 ;
private:
ITest* test_;
};
Then you can decide to inherit from a, giving each implementation concrete implementations of ITest, or some other approach, such as deciding which implementation to use based on some constructor parameter, for example.
The keyword "virtual" merely means "table to dispatch function call.
What you proposed is not part of the language.
But you can approach it in another way, by chaining the object creation to proper virtual calls:
#include <iostream>
using namespace std;
class a
{
public:
class test
{
public:
virtual ~test() {} ///< required to have polimorphic behavior
virtual void hello() const =0;
};
virtual test* create_test()=0;
};
class b: public a
{
public:
class test_b: public a::test
{
virtual void hello() const
{ cout << "this is test_b at " << this << endl; }
};
virtual test* create_test()
{ return new test_b; }
};
class c: public a
{
public:
class test_c: public a::test
{
virtual void hello() const
{ cout << "this is test_c at " << this << endl; }
};
virtual test* create_test()
{ return new test_c; }
};
int main()
{
a* pa1 = new b;
a* pa2 = new c;
a::test* p1 = pa1->create_test();
a::test* p2 = pa2->create_test();
p1->hello();
p2->hello();
delete p2; delete p1;
delete pa2; delete pa1;
}
Ok heres some code.
#include <iostream>
#include <deque>
using namespace std;
class A
{
public:
virtual void Execute()
{
cout << "Hello from class A" << endl;
}
};
class B: public A
{
public:
void Execute()
{
cout << "Hello from class B" << endl;
}
};
void Main()
{
deque<A *> aclasses = deque<A*>(0);
deque<A *> aclasses2 = deque<A*>(0);
A a1 = A();
B b1 = B();
aclasses.push_back(&a1);
aclasses.push_back(&b1);
aclasses[0]->Execute();
aclasses[1]->Execute();
//Now say I want to copy a class from aclasses to aclasses2
//while perserving it's identity and making it a seperate entity, without
//knowing the exact type it is.
aclasses2.push_back(new A(*aclasses[0]));
aclasses2.push_back(new A(*aclasses[1]));
//Now my problem show itself
for each(A * a in aclasses2)
a->Execute();
//Execute is called from the original class A both times.
}
Now you might say, why don't you just put the pointers from the first deque into the second deque? While I could but I need the data to be independent. Basically I want to be able to clone items from the first deque while preserving there identity and giving them there own data.
Now the current modified version
#include <iostream>
#include <deque>
using namespace std;
class A
{
public:
virtual void Execute()
{
cout << "Hello from class A" << endl;
}
virtual ~A() {} // don't forget the virtual destructor
virtual A* clone() const {
return new A(*this);
}
};
class B: public A
{
public:
void Execute()
{
cout << "Hello from class B" << endl;
}
virtual B* clone() { // return type is co-variant
return new B( *this );
}
};
void MainRUNNER()
{
deque<A *> aclasses = deque<A*>(0);
deque<A *> aclasses2 = deque<A*>(0);
A a1 = A();
B b1 = B();
aclasses.push_back(&a1);
aclasses.push_back(&b1);
aclasses[0]->Execute();
aclasses[1]->Execute();
//Now say I want to copy a class from aclasses to aclasses2
//while perserving it's identity and making it a seperate entity, without
//knowing the exact type it is.
aclasses2.push_back(aclasses[0]->clone());
aclasses2.push_back(aclasses[1]->clone());
//Now my problem show itself
for each(A * a in aclasses2)
a->Execute();
//Execute is called from the original class A both times.
}
The common pattern for handling that is through a virtual clone() method in the base class that will create a new object of the appropriate type:
struct base {
virtual ~base() {} // don't forget the virtual destructor
virtual base* clone() const {
return new base(*this);
}
};
struct derived : base {
virtual derived* clone() const { // return type is co-variant
return new derived( *this );
}
};
int main() {
std::auto_ptr<base> b1( new derived );
std::auto_ptr<base> b2( b1->clone() ); // will create a derived object
}
You need to provide a virtual copy constructor – usually this is a method called clone – which is overridden in each class to return the correct type:
class A {
virtual A* clone() {
return new A();
}
};
class B : public A {
void A* clone() {
return new B();
}
};
The methods can of course be arbitrarily complex in order to copy the whole state.
Of course, this leaks rather a lot of memory. Use appropriate smart pointers instead of raw pointers (e.g. std::shared_ptr if your compiler supports it, boost::shared_ptr otherwise).
You have new A(...) way down there. What gets called is A's copy constructor (created implicitly by the compiler.
What you want is a clone method. See here. It recaps the appropriate item from the excellent C++ Coding Standards book. Below is a shameless copy of the final solution, which also shows a nice use of the NVI idiom to avoid the slicing problem.
class A {// …
public:
A* Clone() const { // nonvirtual
A* p = DoClone();
assert( typeid(*p) == typeid(*this) && "DoClone incorrectly overridden" );
return p; // check DoClone's returned type
}
protected:
A( const A& );
virtual A* DoClone() const = 0;
};
class B : public A { // …
public:
virtual B* Clone() const {return new B(*this); }
protected:
B( const B& rhs ) : A( rhs ) {/* … */}
};
update
A bit of an explanation. The basic idea of the clone is the same as the other excellent answers here.
Now, with cloning you have the danger of slicing objects. For example, if some object which derives from A forgets to implement its own clone method, then a call to A* a = d->clone() will not return a full D object (assuming D is a descendant of A)
The NVI idiom says to separate a public interface from a virtual interface. Thus, in this example, clone is public, but not virtual. It call a protected virtual method, doClone, which does the actual cloning, and which derived objects also implement. Because of the split, the clone method can verify that the type of the cloned object matches the type of the original object.
I think you confuse classes with objects, i.e. instances of those classes.
Your container aclasses store pointers to existing objects. You may take the same pointer and push it several times in many different containers, this is not called cloning.
In C++, is there any way to query the type of an object and then use that information to dynamically create a new object of the same type?
For example, say I have a simple 3 class hierarchy:
class Base
class Foo : public Base
class Bar : public Base
Now suppose I give you an object cast as type Base -- which is in reality of type Foo.
Is there a way to query the type and use that info to later create new objects of type Foo?
Clone method
There is nothing provided by the language that queries type and lets you construct from that information, but you can provide the capability for your class hierarchy in various ways, the easiest of which is to use a virtual method:
struct Base {
virtual ~Base();
virtual std::auto_ptr<Base> clone(/*desired parameters, if any*/) const = 0;
};
This does something slightly different: clone the current object. This is often what you want, and allows you to keep objects around as templates, which you then clone and modify as desired.
Expanding on Tronic, you can even generate the clone function.
Why auto_ptr? So you can use new to allocate the object, make the transfer of ownership explicit, and the caller has no doubt that delete must deallocate it. For example:
Base& obj = *ptr_to_some_derived;
{ // since you can get a raw pointer, you have not committed to anything
// except that you might have to type ".release()"
Base* must_free_me = obj.clone().release();
delete must_free_me;
}
{ // smart pointer types can automatically work with auto_ptr
// (of course not all do, you can still use release() for them)
boost::shared_ptr<Base> p1 (obj.clone());
auto_ptr<Base> p2 (obj.clone());
other_smart_ptr<Base> p3 (obj.clone().release());
}
{ // automatically clean up temporary clones
// not needed often, but impossible without returning a smart pointer
obj.clone()->do_something();
}
Object factory
If you'd prefer to do exactly as you asked and get a factory that can be used independently of instances:
struct Factory {}; // give this type an ability to make your objects
struct Base {
virtual ~Base();
virtual Factory get_factory() const = 0; // implement in each derived class
// to return a factory that can make the derived class
// you may want to use a return type of std::auto_ptr<Factory> too, and
// then use Factory as a base class
};
Much of the same logic and functionality can be used as for a clone method, as get_factory fulfills half of the same role, and the return type (and its meaning) is the only difference.
I've also covered factories a couple times already. You could adapt my SimpleFactory class so your factory object (returned by get_factory) held a reference to a global factory plus the parameters to pass to create (e.g. the class's registered name—consider how to apply boost::function and boost::bind to make this easy to use).
The commonly used way to create copies of objects by base class is adding a clone method, which is essentially a polymorphic copy constructor. This virtual function normally needs to be defined in every derived class, but you can avoid some copy&paste by using the Curiously Recurring Template Pattern:
// Base class has a pure virtual function for cloning
class Shape {
public:
virtual ~Shape() {} // Polymorphic destructor to allow deletion via Shape*
virtual Shape* clone() const = 0; // Polymorphic copy constructor
};
// This CRTP class implements clone() for Derived
template <typename Derived> class Shape_CRTP: public Shape {
public:
Shape* clone() const {
return new Derived(dynamic_cast<Derived const&>(*this));
}
};
// Every derived class inherits from Shape_CRTP instead of Shape
// Note: clone() needs not to be defined in each
class Square: public Shape_CRTP<Square> {};
class Circle: public Shape_CRTP<Circle> {};
// Now you can clone shapes:
int main() {
Shape* s = new Square();
Shape* s2 = s->clone();
delete s2;
delete s;
}
Notice that you can use the same CRTP class for any functionality that would be the same in every derived class but that requires knowledge of the derived type. There are many other uses for this besides clone(), e.g. double dispatch.
There's only some hacky ways to do this.
The first and IMHO the ugliest is:
Base * newObjectOfSameType( Base * b )
{
if( dynamic_cast<Foo*>( b ) ) return new Foo;
if( dynamic_cast<Bar*>( b ) ) return new Bar;
}
Note that this will only work if you have RTTI enabled and Base contains some virtual function.
The second an neater version is to add a pure virtual clone function to the base class
struct Base { virtual Base* clone() const=0; }
struct Foo : public Base { Foo* clone() const { return new Foo(*this); }
struct Bar : public Base { Bar* clone() const { return new Bar(*this); }
Base * newObjectOfSameType( Base * b )
{
return b->clone();
}
This is much neater.
One cool/interesting thing about this is that
Foo::clone returns a Foo*, while Bar::clone returns a Bar*. You might expect this to break things, but everything works due to a feature of C++ called covariant return types.
Unfortunately covariant return types don't work for smart pointers, so using sharted_ptrs your code would look like this.
struct Base { virtual shared_ptr<Base> clone() const=0; }
struct Foo : public Base { shared_ptr<Base> clone() const { return shared_ptr<Base>(new Foo(*this) ); }
struct Bar : public Base { shared_ptr<Base> clone() const { return shared_ptr<Base>(new Bar(*this)); }
shared_ptr<Base> newObjectOfSameType( shared_ptr<Base> b )
{
return b->clone();
}
You can use e.g. typeid to query an object's dynamic type, but I don't know of a way to directly instantiate a new object from the type information.
However, apart from the clone approach mentioned above, you could use a factory:
#include <typeinfo>
#include <iostream>
class Base
{
public:
virtual void foo() const
{
std::cout << "Base object instantiated." << std::endl;
}
};
class Derived : public Base
{
public:
virtual void foo() const
{
std::cout << "Derived object instantiated." << std::endl;
}
};
class Factory
{
public:
static Base* createFrom( const Base* x )
{
if ( typeid(*x) == typeid(Base) )
{
return new Base;
}
else if ( typeid(*x) == typeid(Derived) )
{
return new Derived;
}
else
{
return 0;
}
}
};
int main( int argc, char* argv[] )
{
Base* X = new Derived;
if ( X != 0 )
{
std::cout << "X says: " << std::endl;
X->foo();
}
Base* Y = Factory::createFrom( X );
if ( Y != 0 )
{
std::cout << "Y says: " << std::endl;
Y->foo();
}
return 0;
}
P.S.: The essential part of this code example is of course the Factory::createFrom method. (It's probably not the most beautiful C++ code, since my C++ has gone a little rusty. The factory method probably shouldn't be static, on second thought.)
I used macros in my project to synthesize such methods.
I'm just researching this approach now, so I may be wrong, but here's an answer to your question in my code of IAllocable.hh. Note that I use GCC 4.8, but I hope 4.7 suits.
#define SYNTHESIZE_I_ALLOCABLE \
public: \
auto alloc() -> __typeof__(this) { return new (__typeof__(*this))(); } \
IAllocable * __IAllocable_alloc() { return new (__typeof__(*this))(); } \
private:
class IAllocable {
public:
IAllocable * alloc() {
return __IAllocable_alloc();
}
protected:
virtual IAllocable * __IAllocable_alloc() = 0;
};
Usage:
class Usage : public virtual IAllocable {
SYNTHESIZE_I_ALLOCABLE
public:
void print() {
printf("Hello, world!\n");
}
};
int main() {
{
Usage *a = new Usage;
Usage *b = a->alloc();
b->print();
delete a;
delete b;
}
{
IAllocable *a = new Usage;
Usage *b = dynamic_cast<Usage *>(a->alloc());
b->print();
delete a;
delete b;
}
}
Hope it helps.
In C++, is there any way to query the type of an object...
Yes, use typeid() operator
For example:
// typeid, polymorphic class
#include <iostream>
#include <typeinfo>
#include <exception>
using namespace std;
class CBase { virtual void f(){} };
class CDerived : public CBase {};
int main () {
try {
CBase* a = new CBase;
CBase* b = new CDerived;
cout << "a is: " << typeid(a).name() << '\n';
cout << "b is: " << typeid(b).name() << '\n';
cout << "*a is: " << typeid(*a).name() << '\n';
cout << "*b is: " << typeid(*b).name() << '\n';
} catch (exception& e) { cout << "Exception: " << e.what() << endl; }
return 0;
}
Output:
a is: class CBase *
b is: class CBase *
*a is: class CBase
*b is: class CDerived
If the type typeid evaluates is a pointer preceded by the dereference operator (*), and this pointer has a null value, typeid throws a bad_typeid exception
Read more.....
class Base
{
public:
virtual ~Base() { }
};
class Foo : public Base
{
};
class Bar : public Base
{
};
template<typename T1, typename T2>
T1* fun(T1* obj)
{
T2* temp = new T2();
return temp;
}
int main()
{
Base* b = new Foo();
fun<Base,Foo>(b);
}
When there are extremely many classes deriving from the same base class then this code will save you from having to include clone methods every class. It's a more convenient way of cloning that involves templates and an intermediate subclass. It's doable if the hierarchy is shallow enough.
struct PureBase {
virtual Base* Clone() {
return nullptr;
};
};
template<typename T>
struct Base : PureBase {
virtual Base* Clone() {
return new T();
}
};
struct Derived : Base<Derived> {};
int main() {
PureBase* a = new Derived();
PureBase* b = a->Clone(); // typeid(*b) == typeid(Derived)
}