I'm writing my own vector class and i got a problem.
i defined my class as template,i have definition for each of the vector sizes and i want specific constructor for each of the vector sizes.
here is the code:
template<int size>
ref class Vector
{
internal:
Vector(int _x, int _y, int _z, int _w);
private:
float *m_data = new float[4];
};
and the definitions is :
using Vector2 = Vector<2>;
using Vector3 = Vector<3>;
using Vector4 = Vector<4>;
first of all can i do that? if the answer is yes how?
If you want common interface, define constructor as having 4 arguments and specialize it. Inside, initialize only those members, that are valid for vector of this size:
template <>
Vector<1>::Vector(int _x, int _y, int _z, int _w)
: x(_x) //1D vector has only 'x'
{
}
template <>
Vector<2>::Vector(int _x, int _y, int _z, int _w)
: x(_x)
, y(_y) //2D vector has 'x' and 'y'
{
}
Etc. But that's ugly, forces you you to make some things "common", for example you will hold 4 components even for 2D vector. There are workarounds (templated structure used as member variable, specialized for vector of each size), but that's quite more complicated. Since vectors of different size are in fact different types, I would go for full class specialization:
template<int size>
class Vector;
template<>
class Vector<1>
{
protected:
int x;
public:
Vector(int _x)
: x(_x)
{ }
//other members
};
template<>
class Vector<2>
{
protected:
int x, y;
public:
Vector(int _x, int _y)
: x(_x)
, y(_y)
{ }
//other members
};
Then you can use it this way:
Vector<1> v_1(2);
Vector<2> v_2(4, 6);
//etc...
Also, second solution will allow clients of your vector to instantiate it only for those sizes, that you explicitly allow.
If you really want different behaviour for each template instance, you can do it like so:
//specific version for when 0 is passed as the template argument
template<>
Vector<0>::Vector (int _x, int _y, int _z, int _w)
{
//some Vector<0> related stuff
}
//Vector<1> will use the default version
//specific version for when 2 is passed as the template argument
template<>
Vector<2>::Vector (int _x, int _y, int _z, int _w)
{
//some Vector<2> related stuff
}
With C++11, you may do something like:
template<int size>
class Vector
{
public:
template <typename ...Ts,
typename = typename std::enable_if<size == sizeof...(Ts)>::type>
explicit Vector(Ts... args) : m_data{static_cast<float>(args)...} {}
private:
float m_data[size];
};
using Vector2 = Vector<2>;
using Vector3 = Vector<3>;
using Vector4 = Vector<4>;
int main()
{
Vector2 v2(42, 5);
Vector3 v3(42, 5, 3);
Vector4 v4(42, 5, 51, 69);
}
Related
I have a namespace, Vector2, (inside another namespace, CHIM) which represents a 2D Vector. We use the zero vector ( [0, 0] ) multiple times, therefore, we would like to be able to write something like:
Vector2 a = CHIM::Vector2::ZERO;
Which is something commonly used in Unity's game engine.
The problem is, class Vector2 cannot [obviously] contain a member of its type, since it would have infinite size.
We currently solved this by making a static function that returns a Vector2 representing a zero vector. But this makes it such that the code has to run a function:
Vector2 a = CHIM::Vector2::ZERO();
As you can see, it's a bit more verbose, although the result is the same.
Is there any way to make this?
[EDIT]
Here's a simple example of what the code looks like:
#define CHIM_API
namespace CHIM {
union CHIM_API Vector2 {
struct { float x, y; };
struct { float u, v; };
struct { float w, h; };
struct { float width, height; };
float vec[2];
Vector2() : x(0), y(0) {};
Vector2(float x, float y) : x(x), y(y) {}
inline const static Vector2 ZERO = {0, 0}; // ERROR: Variable has incomplete type 'const Vector2'
// Rest of the code
}
Don't inline incomplete data types
namespace CHIM {
union Vector2 {
struct { float x, y; };
struct { float u, v; };
struct { float w, h; };
struct { float width, height; };
float vec[2];
Vector2() : x(0), y(0) {};
Vector2(float x, float y) : x(x), y(y) {}
const static Vector2 ZERO;
};
}
Define const CHIM::Vector2 CHIM::Vector2::ZERO; in .cpp.
See Static Members
However, if the declaration uses constexpr or inline (since C++17) specifier, the member must be declared to have complete type.
I made a struct as a data member in class. Now, I want to make a constructor to which I will pass my data members. How can I pass struct in constructor.
I wrote this code but it's not working.
#include <iostream>
#include <cmath>
using namespace std;
class circle
{
private:
struct center
{
int xcord;
int ycord;
};
struct center cordinate;
float radius;
public:
circle()
{
cordinate.xcord=0;
cordinate.ycord=0;
radius=0;
};
circle(int x, int y, float r) : cordinate.xcord(x), cordinate.ycord(y), radius(r)
{};
void showdata()
{
cout<<"Center(x,y) = ("<<cordinate.xcord<<","<<cordinate.ycord<<")"<<endl;
cout<<"Radius = "<<radius<<endl;
}
};
int main()
{
circle c1;
c1.showdata();
}
Or if I wrote it like this, it still don't work.
circle(int x, int y, float r) : center.xcord(x), center.ycord(y), radius(r)
{};
or
circle(int x, int y, float r) : center.cordinate.xcord(x), center.cordinate.ycord(y), radius(r)
{};
How can I pass struct to constructor?
You can initialize the cordinate member like this:
circle(int x, int y, float r) : cordinate{x, y}, radius{r} {}
Also, your default constructor can be simplified to:
circle() : circle(0, 0, 0) {}
which delegates to the 3-argument constructor. Even better, just use in class member initializers for all the fields:
struct center
{
int xcord = 0;
int ycord = 0;
} cordinate;
float radius = 0;
and then you can default the default constructor:
circle() = default;
Here's a demo.
Following example shows the crux of the problem. I need to initialize const members of a class. This can only be done in the initializer-list and not in constructor body. I want to assert or throw an error if input to the constructor is invalid, that is, if the vector size is less than 3.
class A {
// In following constructor, how do we make sure if params.size()
// is at least 3.
A(const std::vector<int>& params):
x(params[0]), y(params[1]), z(params[2]) {}
private:
const int x;
const int y;
const int z;
};
Please advise how to achieve this in Modern C++ (11 and later)
Just add a layer of abstraction. You can write a function that makes sure the vector is of the correct size and you can even make sure the values are in an expected range, if you have one. That would look like
class A {
A(const std::vector<int>& params):
x(verify(params, 0)), y(verify(params, 1)), z(verify(params, 3)) {}
private:
static int verify(const std::vector<int>& params, int index)
{
if (params.size() < 4) // or use if (params.size() <= index) if you only care if the index will work
throw something;
return params[index];
}
const int x;
const int y;
const int z;
};
const members can only be initialized in the constructors's member initialization list. To validate the caller's input, you would have to call a helper function to validate each input value before passing it to the corresponding member, eg:
int check(const std::vector<int> ¶ms, int index) {
if (params.size() <= index) throw std::length_error("");
return params[index];
}
class A {
A(const std::vector<int>& params):
x(check(params, 0)), y(check(params, 1)), z(check(params, 3)) {}
private:
const int x;
const int y;
const int z;
};
Or, simply utilize the vector's own built-in bounds checking instead:
class A {
A(const std::vector<int>& params):
x(params.at(0)), y(params.at(1)), z(params.at(3)) {}
private:
const int x;
const int y;
const int z;
};
Not as elegant as other solutions but... you can simply add a throw in a ternary operator inside the initialization of the first constant
class A
{
private:
const int x;
const int y;
const int z;
public:
A (const std::vector<int>& params)
: x{ params.size() < 4u ? throw std::runtime_error{"!"}
: params[0] },
y{params[1]}, z{params[3]}
{ }
};
Off Topic suggestion: if A is a class, maybe it's better that the constructor is public.
Other option extra layer through conversion:
class A_params{
friend class A;
int x;
int y;
int z;
void validate();
public:
A_params(std::initializer_list<int>);
A_params(const std::vector<int>&);
A_params(int(&)[3]);
//...
};
class A {
// In following constructor, how do we make sure if params.size()
// is at least 3.
public:
A(A_params params):
x(params.x), y(params.y), z(params.z) {}
private:
const int x;
const int y;
const int z;
};
I've got two classes: a template class, and a regular class that inherits from it:
template <int N> class Vector
{
float data[N];
//etc. (math, mostly)
};
class Vector3 : public Vector<3>
{
//Vector3-specific stuff, like the cross product
};
Now, I'd like to have x/y/z member variables in the child class (full members, not just getters - I want to be able to set them as well). But to make sure that all the (inherited) math works out, x would have to refer to the same memory as data[0], y to data[1], etc. Essentially, I want a union, but I can't declare one in the base class because I don't know the number of floats in the vector at that point.
So - can this be done? Is there some sort of preprocessor / typedef / template magic that will achieve what I'm looking for?
PS: I'm using g++ 4.6.0 with -std=c++0x, if that helps.
Edit: While references would give the syntax I'm looking for, the ideal solution wouldn't make the class any bigger (And references do - a lot! A Vector<3> is 12 bytes. A Vector3 with references is 40!).
How about:
class Vector3 : public Vector<3>
{
public:
// initialize the references...
Vector3() : x(data[0]), y(data[1]), z(data[2]){}
private:
float& x;
float& y;
float& z;
};
Of course, if you want them to occupy the same space, then that's a different story...
With a little template magic, you can do the following...
#include <iostream>
template <int N, typename UnionType = void*> struct Vector
{
union
{
float data[N];
UnionType field;
};
void set(int i, float f)
{
data[i] = f;
}
// in here, now work with data
void print()
{
for(int i = 0; i < N; ++i)
std::cout << i << ":" << data[i] << std::endl;
}
};
// Define a structure of three floats
struct Float3
{
float x;
float y;
float z;
};
struct Vector3 : public Vector<3, Float3>
{
};
int main(void)
{
Vector<2> v1;
v1.set(0, 0.1);
v1.set(1, 0.2);
v1.print();
Vector3 v2;
v2.field.x = 0.2;
v2.field.y = 0.3;
v2.field.z = 0.4;
v2.print();
}
EDIT: Having read the comment, I realise what I posted before was really no different, so a slight tweak to the previous iteration to provide direct access to the field (which is what I guess you are after) - I guess the difference between this and Rob's solution below is that you don't need all the specializations to implement all the logic again and again...
How about template specialization?
template <int N> class Vector
{
public:
float data[N];
};
template <>
class Vector<1>
{
public:
union {
float data[1];
struct {
float x;
};
};
};
template <>
class Vector<2>
{
public:
union {
float data[2];
struct {
float x, y;
};
};
};
template <>
class Vector<3>
{
public:
union {
float data[3];
struct {
float x, y, z;
};
};
};
class Vector3 : public Vector<3>
{
};
int main() {
Vector3 v3;
v3.x;
v3.data[1];
};
EDIT Okay, here is a different approach, but it introduces an extra identifier.
template <int N> class Data
{
public:
float data[N];
};
template <> class Data<3>
{
public:
union {
float data[3];
struct {
float x, y, z;
};
};
};
template <int N> class Vector
{
public:
Data<N> data;
float sum() { }
float average() {}
float mean() {}
};
class Vector3 : public Vector<3>
{
};
int main() {
Vector3 v3;
v3.data.x = 0; // Note the extra "data".
v3.data.y = v3.data.data[0];
};
Here's one possibility, cribbed from my answer to this question:
class Vector3 : public Vector<3>
{
public:
float &x, &y, &z;
Vector3() : x(data[0]), y(data[1]), z(data[2]) { }
};
This has some problems, like requiring you to define your own copy constructor, assignment operator etc.
You can make the following:
template <int N> struct Vector
{
float data[N];
//etc. (math, mostly)
};
struct Vector3_n : Vector<3>
{
//Vector3-specific stuff, like the cross product
};
struct Vector3_a
{
float x, y, z;
};
union Vector3
{
Vector3_n n;
Vector3_a a;
};
Now:
Vector3 v;
v.n.CrossWhatEver();
std::cout << v.a.x << v.a.y << v.a.z
You could try the anonymous union trick, but that is not standard nor very portable.
But note that with this kind of union it is just too easy to fall into undefined behaviour without even noticing. It will probably mostly work anyway, though.
I wrote a way a while back (that also allowed getters/setters), but it was such a non-portable garrish hack that YOU REALLY SHOULD NOT DO THIS. But, I thought I'd throw it out anyway. Basically, it uses a special type with 0 data for each member. Then, that type's member functions grab the this pointer, calculate the position of the parent Vector3, and then use the Vector3s members to access the data. This hack works more or less like a reference, but takes no additional memory, has no reseating issues, and I'm pretty sure this is undefined behavior, so it can cause nasal demons.
class Vector3 : public Vector<3>
{
public:
struct xwrap {
operator float() const;
float& operator=(float b);
float& operator=(const xwrap) {}
}x;
struct ywrap {
operator float() const;
float& operator=(float b);
float& operator=(const ywrap) {}
}y;
struct zwrap {
operator float() const;
float& operator=(float b);
float& operator=(const zwrap) {}
}z;
//Vector3-specific stuff, like the cross product
};
#define parent(member) \
(*reinterpret_cast<Vector3*>(size_t(this)-offsetof(Vector3,member)))
Vector3::xwrap::operator float() const {
return parent(x)[0];
}
float& Vector3::xwrap::operator=(float b) {
return parent(x)[0] = b;
}
Vector3::ywrap::operator float() const {
return parent(y)[1];
}
float& Vector3::ywrap::operator=(float b) {
return parent(y)[1] = b;
}
Vector3::zwrap::operator float() const {
return parent(z)[2];
}
float& Vector3::zwrap::operator=(float b) {
return parent(z)[2] = b;
}
To finish off an old question: No. It makes me sad, but you can't do it.
You can get close. Things like:
Vector3.x() = 42;
or
Vector3.x(42);
or
Vector3.n.x = 42;
or even
Vector3.x = 42; //At the expense of almost quadrupling the size of Vector3!
are within reach (see the other answers - they're all very good). But my ideal
Vector3.x = 42; //In only 12 bytes...
just isn't doable. Not if you want to inherit all your functions from the base class.
In the end, the code in question ended up getting tweaked quite a bit - it's now strictly 4-member vectors (x, y, z, w), uses SSE for vector math, and has multiple geometry classes (Point, Vector, Scale, etc.), so inheriting core functions is no longer an option for type-correctness reasons. So it goes.
Hope this saves someone else a few days of frustrated searching!
I use the named constructor idiom to create objects, because I have lots of calls with identical parameters but the object shall be created differently.
The C++ FAQ tell us how to do this. It also tells us how to force objects being heap allocated. Yet it really fails to tell us how to use the named constructor idiom with the new operator.
Because new requires a constructor to be called we cannot directly call named constructors. So I found two workarounds to this problem:
I create an additional copy constructor and hope that optimizing compilers won't create a temporary object.
class point_t {
int X,Y;
point_t(int x, int y) : X(x), Y(y) { }
public:
point_t(const point_t &x) : X(x.X), Y(x.Y) { }
static point_t carthesian(int x, int y) { return point_t(x,y); }
static point_t polar(float radius, float angle) {
return point_t(radius*std::cos(angle), radius*std::sin(angle));
}
void add(int x, int y) { X += x; Y += y; }
};
int main(int argc, char **argv) {
/* XXX: hope that compiler doesn't create a temporary */
point_t *x = new point_t(point_t::carthesian(1,2));
x->add(1,2);
}
The other version is to create separate named constructors. Because function overloading doesn't work on return type I use two different names, which is ugly.
class point_t {
int X,Y;
point_t(int x, int y) : X(x), Y(y) { }
public:
/* XXX: function overloading doesn't work on return types */
static point_t carthesian(int x, int y) { return point_t(x,y); }
static point_t *carthesian_heap(int x, int y) { return new point_t(x,y); }
void add(int x, int y) { X += x; Y += y; }
};
int main(int argc, char **argv) {
point_t *x = point_t::carthesian_heap(1,2);
x->add(1,2);
}
Is there a prettier version that is equal to the example code?
You can avoid named constructor idiom for this completely, and do it using an additonal dummy enum parameter to select the constructor.
enum Carthesian {carthesian};
enum Polar {polar};
class point_t {
int X,Y;
public:
point_t(int x, int y) : X(x), Y(y) { } // may keep as a default
point_t(Carthesian, int x, int y) :X(x),Y(y){}
point_t(Polar, float radius, float angle)
: X (radius*std::cos(angle)), Y(radius*std::sin(angle)) {}
void add(int x, int y) { X += x; Y += y; }
};
int main(int argc, char **argv) {
point_t *x = new point_t(carthesian,1,2);
point_t *y = new point_t(polar,0,3);
x->add(1,2);
}
It is simple, portable, and the only overhead you will see is for the passing of the dummy enum values. In the rare case this overhead is too high for you it can be eliminated by wrapping a function call even when the construction itself is not inlined, as follows:
enum Carthesian {carthesian};
enum Polar {polar};
class point_t {
int X,Y;
void initCarthesian(int x, int y); // may be long, not inlined
void initPolar(float radius, float angle);
public:
point_t(int x, int y) : X(x), Y(y) { } // may keep as a default
point_t(Carthesian, int x, int y)
{initCarthesian(x,y);} // this is short and inlined
point_t(Polar, float radius, float angle) {initPolar(radius, angle);}
void add(int x, int y) { X += x; Y += y; }
};
Another approach is to use a derived class for construction. When using inner classes, it leads into quite a nice syntax I think:
class point_t {
int X,Y;
public:
struct carthesian;
struct polar;
point_t(int x, int y) : X(x), Y(y) { } // may keep as a default
void add(int x, int y) { X += x; Y += y; }
};
struct point_t::carthesian: public point_t
{
carthesian(int x, int y):point_t(x,y){}
};
struct point_t::polar: public point_t
{
polar(float radius, float angle):point_t(radius*std::cos(angle),radius*std::sin(angle)){}
};
int main(int argc, char **argv) {
point_t *x = new point_t::carthesian(1,2);
point_t *y = new point_t::polar(0,3);
x->add(1,2);
return 0;
}
You could write :
point_t *x = new point_t(point_t::carthesian(1,2));
It first calls carthesian() and then the copy-constructor.
Or, is there any problem in it? Perhaps, a bit slow?
By the way, there is one clear advantage in this code: the programmer can clearly see the new operator in his code (where he is using point_t written by someone else), so you can assume that its his responsibility to call delete once he is done with x.
Is this really a problem? In my experience classes tend to be either dynamically allocated most of the time or seldom, if at all. Classes that represent values, such as your point_t class here, belong to the second category, while classes that represent entities (i.e. something with identity) belong to the first one.
So my suggestion is to chose what you think is the best approach for each class and only provide that. Note that you could always return a small directly allocated object which has a private pointer to a larger one, as in the Handle-Body idiom.
On the other hand, other answers show how you may disambiguate among constructors that take arguments of the same number and types. In this line of thought, one alternative approach is to introduce specific types for the arguments as follows:
class radius_t {
float R;
public:
explicit radius_t(float r) : R(r) {}
operator float() const { return R; }
};
class angle_t {
float A;
public:
explicit angle_t(float a) : A(a) {}
operator float() const { return A; }
};
class point_t {
float X,Y;
public:
point_t(float x, float y) : X(x), Y(y) { }
point_t(radius_t radius, angle_t angle) :
X(radius*std::cos(angle)), Y((radius*std::sin(angle)) {
}
void add(int x, int y) { X += x; Y += y; }
};
int main(int argc, char **argv) {
point_t *x = new point_t(radius_t(1),angle_t(2));
x->add(1,2);
}
One approach that I haven't seen is overloading the constructor making the heap allocation use the last argument as an out one (Granted that the second function is not technically a constructor, it doesn't return an instance). The result would be something like (taken as base your second code fragment):
class point_t {
int X,Y;
point_t(int x, int y) : X(x), Y(y) { }
public:
/* XXX: function overloading doesn't work on return types */
static point_t carthesian(const int x, const int y) { return point_t(x,y); }
static void carthesian(const int x, const int y, point_t * & point) { point = new point_t(x,y); }
void add(int x, int y) { X += x; Y += y; }
void add(const point_t & point) { this->X += point.x; this->Y += point.y; }
};
int main(int argc, char **argv) {
point_t p1 = point_t::carthesion(1, 2);
point_t * p2;
point_t::carthesian(1, 2, p2);
p2->add(p1);
}
Can think of template allocator:
template<typename T>
struct Allocator : T
{
template<typename A1, typename A2>
Allocator(A1 a1, A2 a2) : T(a1, a2) {}
};
class point_t {
//...
template<typename T> friend struct Allocator;
};
int main(int argc, char **argv) {
point_t *x = new Allocator<point_t>(1,2);
x->add(1,2);
}
Now Allocator is friend of point_t. So it can access its private constructor. Also, you can add few more constructors like <A1, A2> inside Allocator to make it more generalized. Advantages are:
It doesn't look verbose.
You don't have to worry about compiler optimizations
The friendship is not exploited as, Allocator is a template
and we use it solely for heap allocation
Demo.