Where should != operator be defined in a class hierarchy? - c++

Here is a very simple class hierarchy:
class A
{
public:
A( int _a ) : a( _a ) {}
virtual bool operator==( const A& right ) const
{
return a == right.a;
}
virtual bool operator!=( const A& right ) const
{
return !( *this == right );
}
int a;
};
class B : public A
{
public:
B( int _a, int _b ) : A( _a ), b( _b ) {}
virtual bool operator==( const B& right ) const
{
return A::operator==( right ) && b == right.b;
}
int b;
};
As you can see, operator != is defined in the base class. Because I'm very lazy, I don't want to duplicate such a simple code in all the derived classes.
Unfortunatley, with this code:
A a4(4), a5(5), a4bis(4);
assert( a4 == a4bis );
assert( a4 != a5 );
B b1(4,5), b2(4,6);
assert( !(b1 == b2) );
assert( b1 != b2 ); // fails because B::operator== is not called!
b1 != b2 returns false, because it executes A::operator!= which calls then A::operator== rather than B::operator== (even if the operator is virtual, as derived class version parameter is different, they are not linked in the vtable).
So what's the best way to adress != operator in a generic way for a class hierarchy?
One solution is to repeat it in each class, B would then have:
virtual bool operator!=( const B& right ) const
{
return !( *this == right );
}
But that's a pain when you have many classes....I have 30....
Another solution would be to have a generic template approach:
template <class T>
bool operator!=( const T& left, const T& right )
{
return !( left == right );
}
But this bypasses any != operator defined by any class....so it may be risky if one declared it differently (or if one declared a == itself calling !=, it would end up with an infinite loop...). So I feel this solution being very unsafe....except if we can limit the template to be used for all classes derived from the top-level class of our hierarchy (A in my example)....but I don't think this is doable at all.
Note: I'm not using C++11 yet...sorry about that.

Your function in B...
virtual bool operator==( const B& right ) const
...does not override the function in A...
virtual bool operator==( const A& right ) const
...because the argument types differ. (Differences are only allowed for covariant return types.)
If you correct this, you'll then be able to choose how to compare B objects to other A and A-derived objects, e.g. perhaps:
bool operator==( const A& right ) const override
{
if (A::operator==( right ))
if (typeid(*this) == typeid(right))
return b == static_cast<const B&>(right).b;
return false;
}
Note that using the typeid comparison above means only B objects will compare equal: any B will compare unequal to any B-derived object. This may or may not be what you want.
With an implementation for B::operator==, the existing != implementation will properly wrap operator==. As Jarod42 observes, your A::operator== isn't robust in that when the left-hand-side value is an A only the A slice of the right-hand-side object will be compared... you might prefer:
virtual bool operator==(const A& right) const
{
return a == right.a && typeid(*this) == typeid(right);
}
This has the same issues as the B::operator== above: e.g. an A would compare un-equal to a derived object that didn't introduce further data members.

How about something like this ?
class A {
protected :
virtual bool equals(const A& right) const {
return (a == right.a);
}
public :
A(int _a) : a(_a) { }
bool operator==(const A& right) const {
return this->equals(right);
}
bool operator!=(const A& right) const {
return !(this->equals(right));
}
int a;
};
class B : public A {
protected :
virtual bool equals(const A& right) const {
if (const B* bp = dynamic_cast<const B*>(&right)) {
return A::equals(right) && (b == bp->b);
}
return false;
}
public :
B(int _a, int _b) : A(_a), b(_b) { }
int b;
};
Move the comparison logic to a separate (virtual) function equals, and call that function from the operator== and operator!= defined in the base class.
The operators don't need to be re-defined in the derived classes. To change the comparison in a derived class, simply override equals.
Note that the dynamic_cast in the code above is used to ensure that the runtime type is a valid type for performing the comparison. Ie. for B::equals, it's used to ensure that right is a B - this is necessary because otherwise right would not have a b member.

Related

C++17 operator==() and operator!=() code fails with C++20

I've got the following sample code:
#include <assert.h>
struct Base
{
bool operator==(const Base& rhs) const
{
return this->equalTo(rhs);
}
virtual bool equalTo(const Base& rhs) const = 0;
};
inline bool operator!=(const Base& lhs, const Base& rhs)
{
return !(lhs == rhs);
}
struct A : public Base
{
int value = 0;
bool operator==(const A& rhs) const
{
return (value == rhs.value);
}
virtual bool equalTo(const Base& rhs) const
{
auto a = dynamic_cast<const A*>(&rhs);
return (a != nullptr) ? *this == *a : false;
}
};
class A_1 : public A
{
virtual bool equalTo(const Base& rhs) const
{
auto a_1 = dynamic_cast<const A_1*>(&rhs);
return (a_1 != nullptr) ? *this == *a_1 : false;
}
};
int main()
{
A_1 a_1;
a_1.value = 1;
// Make sure different types aren't equal
A a;
a.value = 1;
assert(a_1 != a);
}
When I compile with C++17, everything is fine (no assert, as desired). Building the same code with C++20 causes the assert to fire.
How can I get this existing code to work when compiling with C++20? If I crank up the warnings, with C++20, I get 'operator !=': unreferenced inline function has been removed; I suspect this is all somehow related to operator<=>().
Is this really a known/desired breaking change from C++17 to C++20?
In C++17, the line
assert(a_1 != a);
Invokes operator!=(const Base&, const Base&), because of course, it's the only candidate. That then invokes a_1->equalTo(a), which tries to downcast a to an A_1, which in your logic gives you false. So a_1 != a evaluates as true.
In C++20, we now additionally consider rewritten candidates in terms of ==. So now we have three candidates:
Base::operator==(const Base&) const (rewritten)
A::operator==(const A&) const (rewritten)
bool operator!=(const Base&, const Base&)
Of these, (2) is the best candidate, since it's a better match for the two parameters. So a_1 != a evaluates as !((const A&)a_1 == a), which gives you a different answer.
However, your operators are fundamentally broken. Even in C++17, we had the scenario that a_1 != a evaluates as true while a != a_1 evaluates as false. This is basically the inherent problem of trying to do dynamic equality like this: this->equalTo(rhs) and rhs.equalTo(*this) might actually do different things. So this issue is less of a C++20 comparisons issue and more of a fundamental design issue.

How can I override the << operator for a class without it being in its namespace? [duplicate]

Is there a difference between defining a global operator that takes two references for a class and defining a member operator that takes only the right operand?
Global:
class X
{
public:
int value;
};
bool operator==(X& left, X& right)
{
return left.value == right.value;
};
Member:
class X
{
int value;
bool operator==( X& right)
{
return value == right.value;
};
}
One reason to use non-member operators (typically declared as friends) is because the left-hand side is the one that does the operation. Obj::operator+ is fine for:
obj + 2
but for:
2 + obj
it won't work. For this, you need something like:
class Obj
{
friend Obj operator+(const Obj& lhs, int i);
friend Obj operator+(int i, const Obj& rhs);
};
Obj operator+(const Obj& lhs, int i) { ... }
Obj operator+(int i, const Obj& rhs) { ... }
Your smartest option is to make it a friend function.
As JaredPar mentions, the global implementation cannot access protected and private class members, but there's a problem with the member function too.
C++ will allow implicit conversions of function parameters, but not an implicit conversion of this.
If types exist that can be converted to your X class:
class Y
{
public:
operator X(); // Y objects may be converted to X
};
X x1, x2;
Y y1, y2;
Only some of the following expressions will compile with a member function.
x1 == x2; // Compiles with both implementations
x1 == y1; // Compiles with both implementations
y1 == x1; // ERROR! Member function can't convert this to type X
y1 == y2; // ERROR! Member function can't convert this to type X
The solution, to get the best of both worlds, is to implement this as a friend:
class X
{
int value;
public:
friend bool operator==( X& left, X& right )
{
return left.value == right.value;
};
};
To sum up to the answer by Codebender:
Member operators are not symmetric. The compiler cannot perform the same number of operations with the left and right hand side operators.
struct Example
{
Example( int value = 0 ) : value( value ) {}
int value;
Example operator+( Example const & rhs ); // option 1
};
Example operator+( Example const & lhs, Example const & rhs ); // option 2
int main()
{
Example a( 10 );
Example b = 10 + a;
}
In the code above will fail to compile if the operator is a member function while it will work as expected if the operator is a free function.
In general a common pattern is implementing the operators that must be member functions as members and the rest as free functions that delegate on the member operators:
class X
{
public:
X& operator+=( X const & rhs );
};
X operator+( X lhs, X const & rhs )
{
lhs += rhs; // lhs was passed by value so it is a copy
return lhs;
}
There is at least one difference. A member operator is subject to access modifiers and can be public, protected or private. A global member variable is not subject to access modifier restrictions.
This is particularly helpful when you want to disable certain operators like assignment
class Foo {
...
private:
Foo& operator=(const Foo&);
};
You could achieve the same effect by having a declared only global operator. But it would result in a link error vs. a compile error (nipick: yes it would result in a link error within Foo)
Here's a real example where the difference isn't obvious:
class Base
{
public:
bool operator==( const Base& other ) const
{
return true;
}
};
class Derived : public Base
{
public:
bool operator==( const Derived& other ) const
{
return true;
}
};
Base() == Derived(); // works
Derived() == Base(); // error
This is because the first form uses equality operator from base class, which can convert its right hand side to Base. But the derived class equality operator can't do the opposite, hence the error.
If the operator for the base class was declared as a global function instead, both examples would work (not having an equality operator in derived class would also fix the issue, but sometimes it is needed).

Overload operator for set of sets

I just build a mini program to understand how this will work because i need this for something a bit more difficult but i can't make this work.
I think i need to define operator overload but i dont know how because they are two objects of set<set<a>>
If you compile you will see a big error where it notice that he can't compare myset == myset2 and i think it will say same for operator != and =
#include <set>
using namespace std;
class a{
private:
int a_;
public:
int get_a() const{ return a_; }
void set_a(int aux){ a_=aux;}
bool operator < (const a& t) const{
return this->get_a() < t.get_a();
}
};
class b{
private:
set<set<a> > b_;
public:
void set_(set<a> aux){ b_.insert(aux); }
//Overload operators?
};
int main(){
b myset;
b myset2;
set<a> subset1;
set<a> subset2;
a myint;
myint.set_a(1);
subset1.insert(myint);
myint.set_a(2);
subset1.insert(myint);
myint.set_a(3);
subset1.insert(myint);
myint.set_a(5);
subset2.insert(myint);
myint.set_a(6);
subset2.insert(myint);
myint.set_a(7);
subset2.insert(myint);
myset.set_(subset1);
myset.set_(subset2);
myset2.set_(subset1);
myset2.set_(subset2);
if(myset == myset2){
cout << "They are equal" << endl;
}
if(myset != myset2){
cout << "They are different" << endl;
}
b myset3;
myset3 = myset2; //Copy one into other
}
In order for your code to work you need to specify following operators (note: they are not created by default)
class a{
private:
int a_;
public:
int get_a() const{ return a_; }
void set_a(int aux){ a_=aux;}
/* needed for set insertion */
bool operator < (const a& other) const {
return this->get_a() < other.get_a();
}
/* needed for set comparison */
bool operator == (const a& other) const {
return this->get_a() == other.get_a();
}
};
class b{
private:
set<set<a> > b_;
public:
void set_(set<a> aux){ b_.insert(aux); }
/* needed, because myset == myset2 is called later in the code */
bool operator == (const b& other) const {
return this->b_ == other.b_;
}
/* needed, because myset != myset2 is called later in the code */
bool operator != (const b& other) const {
return !(*this == other);
}
};
You should also take a look at http://en.cppreference.com/w/cpp/container/set and see what other operators std::set uses internally on its elements.
No operator (except for the default operator=(const T&) and operator=(T&&)) is generated by the compiler by default. You should define them explicitly:
class b{
private:
set<set<a> > b_;
public:
void set_(set<a> aux){ b_.insert(aux); }
//Overload operators?
bool operator==(const b& other) const {
return b_ == other.b_;
}
bool operator!=(const b& other) const {
return b_ != other.b_;
}
};
However, this only does not solve the case. Although comparison operators are already defined for std::set<T>, they only work if there are operators for T. So, in this case, you have to define operator== and operator!= for your a class in the same manner as I showed you with b class.

How to overload operator ==?

I have class A
how to overload operator == to perform
A a,b,c;
if (a==b==c) {}
Could anyone help me?
Very short answer: NO!
Slightly longer answer: Don't try this.
Explanation: Every C++ programmer is used to have the comparison operator return a bool or something convertible to bool. Just because it's natural to type things like if (a==b).
So if the expression a==b returns a bool x, then a==b==c would mean comparing x with c. Which makes no sense at all. Even if you get it to compile, e.g. comparing ints that way, it would not yield the result you expect.
So, while there technically I can think of a solution to what you seem to want (compare if all three are equal), the right thing to do is how it is always done in C++: logically chain binary comparisons:
if (a==b && b==c) {}
for the ones who wonder about the "technical doable but oh so ugly" solution:
(DON'T DO THIS IN REAL WORLD USE! You should get fired if you do.)
template <class T>
struct multiCompareProxy {
bool b;
T const& t;
explicit operator bool() const {return b;}
multiCompareProxy operator==(T const& rhs) {
return {b && t.equals(rhs), t};
}
};
template <class T>
multiCompareProxy<T> operator==(T const& lhs, T const& rhs) {
return {lhs.equals(rhs), lhs};
}
A class now just has to overload the euqals method for this to work: Example
If for whatever reason you really wanted to do this, you'd need a proxy object like so:
struct A {};
struct Proxy {};
Proxy operator==(const A& a, const A& b) {
return {};
}
bool operator==(const Proxy& p, const A& b) {
return true;
}
bool operator==(const A& a, const Proxy& p) {
return true;
}
#include <iostream>
int main() {
A a, b, c;
if(a == b == c) {
std::cout << "Bad.\n";
}
}
But don't do this. Use (a == b) && (a == c) like everyone else.
It can be done, and it's very occasionally useful as a kind of domain-specific language (DSL) for matching the notation expected by non-C++-programmers, but it should be studiously avoided for other uses as it'll confound (and annoy) programmers working on the code if this is used willy-nilly.
class A
{
// ...
bool equals(const A& rhs) const { return ... }
struct X
{
X(const A& a, bool b) : a_(a), b_(b) { }
X& operator==(const A& rhs) const { b_ &= a_.equals(rhs); return *this; }
explicit operator bool() const { return b_; }
// remove explicit pre C++11 / consider making it operator void*() ...
const A& a_;
mutable bool b_;
};
X A::operator==(const A& rhs) const
{
return X(*this, equals(rhs));
}
};
(You might prefer standalone functions if you have implicit constructors).
The same kind of proxy-using hackery allows all manner of unexpected notations like 3 < x < 9 and x == a1 || a2 || a3... again, avoid them unless it'll make a huge difference to the maintainers of the code where they'll be used (and ideally that code will have very clear boundaries from the other C++ code in your system).
As an example of good uses of such techniques, consider the boost spirit library and it's unusual use of a lot of operators to provide something approximating BNF notation....
You cannot (minus the possibility of an ugly hack) overload operator==(...) to work as you have specified.
If you think about what it would do a == b would become either true or false (a bool), then you would have (<bool> == c) left. The proper way to do what you are looking to do would be some form of (a==b) && (b==c).
There are times when you can overload an operator to work as you describe, but it would have to return the same type that it takes. An example would be:
class A
{
A& operator+=(A const& rhs)
{
// operator logic
return *this;
}
}
This case works because with a += b += c, you would perform (b += c) which would return an A&, which the remaining a.operator+=(...) accepts as an argument.
bool operator==(T const & a, T const & b) {
return /*boolean expr*/
}
if you have a class you can do:
class MyClass {
public:
bool operator==(T const & rhs) const {
return /*boolean expr*/
}
}
And don't use == twice in a row, you can't, do:
a == b && b == c
I would write:
bool operator==(const A& lhs, const A& rhs){ /* do actual comparison */ }
And use it twice with and operation.

Implementing operator< on abstract base class

I have a type hierarchy, and I'm not sure of a clean / good way to implement operator< and operator==.
Essentially, I already have this:
class Parent {
public:
virtual ~Parent() {}
};
class A : public Parent { int data; };
class B : public Parent { double data; };
class C : public Parent { std::string data; };
bool operator==(A const & lhs, A const & rhs) { return lhs.data == rhs.data; }
bool operator< (A const & lhs, A const & rhs) { return lhs.data < rhs.data; }
bool operator==(B const & lhs, B const & rhs) { return lhs.data == rhs.data; }
bool operator< (B const & lhs, B const & rhs) { return lhs.data < rhs.data; }
bool operator==(C const & lhs, C const & rhs) { return lhs.data == rhs.data; }
bool operator< (C const & lhs, C const & rhs) { return lhs.data < rhs.data; }
What I'd like to implement as well, is this:
bool operator==(Parent const & lhs, Parent const & rhs) { ... }
bool operator< (Parent const & lhs, Parent const & rhs) { ... }
I've currently implemented it by doing:
bool operator==(Parent const & lhs, Parent const & rhs) {
try {
return dynamic_cast<A const &>(lhs) == dynamic_cast<A const &>(rhs);
} catch(std::bad_cast const & e) {
}
try {
return dynamic_cast<B const &>(lhs) == dynamic_cast<B const &>(rhs);
} catch(std::bad_cast const & e) {
}
try {
return dynamic_cast<C const &>(lhs) == dynamic_cast<C const &>(rhs);
} catch(std::bad_cast const & e) {
}
assert(typeid(lhs) != typeid(rhs));
return false;
}
But this just seems awful. Is there a cleaner way of going about this?
For comparisons of complex types, you may find Double Dispatch useful.
If your types are very simple, it is sometimes effective to roll them all into one. In the example of 3 unsigned variants, it would likely be better to just use one type to accommodate all sizes, and to avoid dynamic dispatch and more complicated graphs of types.
Applied to original question; where A, B, and C all used unsigned types:
well, one quick and dirty approach would be:
class Parent {
protected:
virtual ~Parent() {}
public:
bool operator<(const Parent& pOther) const {
return this->as_uint64() < pOther.as_uint64();
}
// ...
private:
// using a type which accommodates all values
virtual uint64_t as_uint64() const = 0;
};
and then deriving from Parent would take the form:
class A : public Parent {
// ...
private:
virtual uint64_t as_uint64() const { return this->data; }
private:
uint16_t data;
};
then Parent could simply define all comparators, and all Parent types would be comparable.
Use a virtual comparator for single dispatch and dynamic_cast for type casting:
class ABC_base {
public:
virtual ~ABC_base() {}
bool operator < (ABC_base const & rhs) const {
return this->comparator(rhs) < 0;
}
protected:
virtual int comparator (ABC_base const &) = 0;
};
class ABC : public ABC_base {
protected:
virtual int comparator(ABC_base const & rhs) const {
try {
return my_comparator(dynamic_cast<ABC const&>(rhs));
// Run-time cast failed - use double dispatch as fallback
} catch (std::bad_cast&) {
return -rhs.comparator(*this);
}
}
private:
int my_comparator(ABC const & rhs) const {
if (data < rhs.data)
return -1;
if (data == rhs.data)
return 0;
if (data > rhs.data)
return 1;
}
T data;
};
Here's how the code works:
The base class's operator < is called, which uses dynamic lookup to find the comparator. It checks the returned value to see if it's lesser.
The derived class's comparator attempts to downcast the base class reference so that comparison can be done on the derived class's members.
Why the base class reference, instead of using the derived class reference?
Virtual dispatch would not work otherwise due to incorrect function signature.
Should the downcast succeed, it calls the non-virtual private comparator. Otherwise, it uses virtual dispatch again to do (rhs ? *this) and negates the result to compensate for the inverted ordering.
Why not have the cast and comparison in the one virtual function? It will make the code messier since the function will do two things: casting and comparing. Hence, there's a private comparator function. Should you want to use the base function in a derived class, along the lines of class ABC_der : public ABC, call ABC::comparator(static_cast<ABC const&>(rhs)). The use of Base:: forces static dispatch so you don't have to expose the helper comparison function.
Right now, this and rhs are of the same type, so we can finally do the actual comparison. A chain of if statements is used to return a value conformant to Java's Comparable and C's qsort() semantics.