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I have problem with judge witch approach is better from design, clean code == good practice.
I load some data from files on start-up of my program and structure of classes looks like this:
To be more specific IngredientFromXmlReader, PizzaReader, DrinksFromXmlReader do all job internally, without any data putted from DataFromFileLoader .
The question mark is what with DataFromFileLoader class it should inherit from PizzaReader, IngredientFromXmlReader, DrinksFromXml and have method loadMenuFromFiles like this:
private void loadMenuFromFiles()
{
this->loadIngredientsFromXml();
this->loadPizzasFromXml();
this->loadDrinksFromXml();
}
This approach:
looks more clean for me,
don't create not needed objects,
and DataFromFileLoader not looks more crowded, then second approach, because methods are implemented in parent classes.
Or just do it how I done it right know, they all have to implement public method loadXml(), which is virtual method of AbstractReaderFromXml. And then I create object which invoke method.
private void loadMenuFromFiles()
{
IngredientFromXmlReader ingreRead;
ingreRead.loadXml();
PizzaReader pizzaRead;
pizzaRead.loadXml();
DrinksFromXmlReader drinksRead;
drinksRead.loadXml();
}
Why I choose this:
it's more stick to single responsibility principle, the responsibilities are more separated, what is advantage,
i don't give a chance to invoke this method in places, where is not needed, cause I need object to do so,
The third option is to make static this all internally method of these 3 classes, but I don't like it so much. It's seems to me much heavier for application and I try to avoid it. For sure this is the option.
What approach is better ?
The last thing, if this question fit to stackoverflow or maybe it should be put on
https://softwareengineering.stackexchange.com/
Problem description in this question looks unclear to me. But I would strongly recommend against diamond inheritance in this case.
Inheritance demonstrates IS-A connection. And PizzaReader does not actually look like FileOpener to me. PizzaReader makes use of FileOpener to open files, right? And that means this is a great example of replacing inheritance with composition.
I have the following piece of code:
if (book.type == A) do_something();
else if (book.type == B) do_something_else();
....
else do so_some_default_thing.
This code will need to be modified whenever there is a new book type
or when a book type is removed. I know that I can use enums and use a switch
statement. Is there a design pattern that removes thisĀ if-then-else?
What are the advantages of such a pattern over using a switch statement?
You could make a different class for each type of book. Each class could implement the same interface, and overload a method to perform the necessary class-specific logic.
I'm not saying that's necessarily better, but it is an option.
As others have pointed out, a virtual function should probably be your first choice.
If, for some reason, that doesn't make sense/work well for your design, another possibility would be to use an std::map using book.type as a key and a pointer to function (or functor, etc.) as the associated value, so you just lookup the action to take for a particular type (which is pretty much how many OO languages implement their equivalent of virtual functions, under the hood).
Each different type of book is a different sub-class of the parent class, and each class implements a method do_some_action() with the same interface. You invoke the method when you want the action to take place.
Yes, it's called looping:
struct BookType {
char type;
void *do();
};
BookType[] types = {{A, do_something}, {B, do_something_else}, ...};
for (int i = 0; i < types_length; i++) {
if (book.type == types[i].type) types[i].do(book);
}
For a better approach though, it's even more preferrable if do_something, do_something_else, etc is a method of Book, so:
struct Book {
virtual void do() = 0;
};
struct A {
void do() {
// ... do_something
}
};
struct B {
void do() {
// ... do_something_else
}
};
so you only need to do:
book.do();
Those if-then-else-if constructs are one of my most acute pet peeves. I find it difficult to conjure up a less imaginative design choice. But enough of that. On to what can be done about it.
I've used several design approaches depending on the exact nature of the action to be taken.
If the number of possibilities is small and future expansion is unlikely I may just use a switch statement. But I'm sure you didn't come all the way to SOF to hear something that boring.
If the action is the assignment of a value then a table-driven approach allows future growth without actually making code changes. Simply add and remove table entries.
If the action involves complex method invocations then I tend to use the Chain of Responsibility design pattern. I'll build a list of objects that each knows how to handle the actions for a particular case.
You hand the item to be processed to the first handler object. If it knows what to do with the item it performs the action. If it doesn't, it passes the item off to the next handler in the list. This continues until the item is processed or it falls into the default handler that cleans up or prints an error or whatever. Maintenance is simple -- you add or remove handler objects from the list.
You could define a subclass for each book type, and define a virtual function do_something. Each subclass A, B, etc would have its own version of do_something that it calls into, and do_some_default_thing then just becomes the do_something method in the base class.
Anyway, just one possible approach. You would have to evaluate whether it really makes things easier for you...
Strategy Design Pattern is what I think you need.
As an alternative to having a different class for each book, consider having a map from book types to function pointers. Then your code would look like this (sorry for pseudocode, C++ isn't at the tip of my fingers these days):
if book.type in booktypemap:
booktypemap[book.type]();
else
defaultfunc();
In our system, we have a number of classes whose construction must happen asynchronously. We wrap the construction process in another class that derives from an IConstructor class:
class IConstructor {
public:
virtual void Update() = 0;
virtual Status GetStatus() = 0;
virtual int GetLastError() = 0;
};
There's an issue with the design of the current system - the functions that create the IConstructor-derived classes are often doing additional work which can also fail. At that point, instead of getting a constructor which can be queried for an error, a NULL pointer is returned.
Restructuring the code to avoid this is possible, but time-consuming. In the meantime, I decided to create a constructor class which we create and return in case of error, instead of a NULL pointer:
class FailedConstructor : public IConstructor
public:
virtual void Update() {}
virtual Status GetStatus() { return STATUS_ERROR; }
virtual int GetLastError() { return m_errorCode; }
private: int m_errorCode;
};
All of the above this the setup for a mundane question: what do I name the FailedConstructor class? In our current system, FailedConstructor would indicate "a class which constructs an instance of Failed", not "a class which represents a failed attempt to construct another class".
I feel like it should be named for one of the design patterns, like Proxy or Adapter, but I'm not sure which.
EDIT: I should make it clear that I'm looking for an answer that adheres to, ideally, one of the GoF design patterns, or some other well-established naming convention for things of this nature.
To answer your literal question, I'd probably go with ConstructorFailure, as it describes the event of failing.
However, I'd probably go one step further and make it an Exception, in which case ConstructorException doesn't sound too shabby. Any reason you want to return this instead of throwing it?
I'd name it NullConstructor in line with the null object pattern, which is the pattern you're using. See http://en.wikipedia.org/wiki/Null_Object_pattern
Throw an exception. That is If I understand your description correctly and the creation of the IConstructor object is not done asynchronously.
Though if you don't have exceptions available to you I would probably call it ConstructorCreationError. Yes it does convey a failure mode but, more accurately, it is communicating the specific error that occurred. Also, having constructor as the last word, to me, seems to give the wrong meaning, but you could put "constructor" at the end as well.
You could also replace the verb "Creation" with something like SpawnConstructorError, ConstructorGenerationError and or if you're a fan of Dr. Chevalier maybe ErroneousConstructor.
I'd go for DummyConstructor because its only purpose is to simulate a valid Constructor instance, but no real functionality is implemented by it.
FailureResponseConstructor?
You're not creating a failure, you're creating the response to the failure. Thus, I would think any synonym to 'response' or 'respond' would work.
If you willing to spend effort checking returned pointer against the "FailureConstructor", I don't see reason why couldn't you check it against NULL ?
Unless your system is designed to mask component failure from each other, it just doesn't make sense to assume every associated parts are working well.
I'm going to go with something based on Niall C.'s comment -- FailedConstructorProxy. The Proxy pattern seems to fit best with what this class is; though rather than it relaying method calls to an object, it's standing in and generating what we wanted the actual constructor to return.
(If someone has a more correct answer, post it and I'll mark that one as accepted. I'm still not 100% convinced this is the right name!)
Why not create a Failed class to represent a class that failed construction and go with FailedConstructor? This way the naming is consistent.
I would suggest calling this class FailedObjectConstructionHandler which describes what the class does.
I have a few classes which do nothing except in their constructors/destructors. Here's an example
class BusyCursor
{
private:
Cursor oldCursor_;
public:
BusyCursor()
{
oldCursor_ = CurrentCursor();
SetCursor(BUSY_CURSOR);
}
~BusyCursor()
{
SetCursor(oldCursor_);
}
}
// example of use
void DoSlowThing
{
BusyCursor busy;
... do something time-consuming ...
}
I'm a little concerned about future readability. Am I being too "tricksy" here, with a variable ("busy") which is never actually used in the code? Could some static analysis tool suggest they be removed, or is this idiom sufficiently common not to worry about?
This technique is very common and is known as the design pattern: Resource Acquisition Is Initialization (RAII).
I would not hesitate to use this design pattern at all.
It's much better that you are coding using this design pattern because you will avoid bugs by forgetting to reset the cursor, or whatever the resource in question is.
If you are concerned that other programmers might not understand it, then those programmers should be more educated. Always strive to code in the most error free way where you make it impossible for you and others to shoot yourself/themselves in the foot.
"Could some static analysis tool suggest they be removed?"
No static analysis tool will see this as a problem.
No compiler warning will be given
No compiler optimization will cause any problems.
The reason is because the object is created and the constructor/destructor are called. So it is not an unreferenced variable.
As others have said, this is good C++ style. To aid readability, I always prefix such RAII-only classes with Scoped (for example, ScopedBusyCursor) to make it clear from a glance what the class's purpose is.
This a well-known and good C++ idiom, like the others answered.
To make it clear that the classes are meant to be only used within a scope and not to be moved between different scopes, it might be good to make them noncopyable. This can be done manually by adding an unimplemented private copy-constructor and copy-assignment operator. The shorter and more readable way is to derive the class from boost::noncopyable:
#include <boost/noncopyable.hpp>
class BusyCursor : public boost::noncopyable // for scoped use only
{
// ...
};
It's a good idiom and commonly used.
It's better than any alternative, for example even if your something time-consuming code throws an exception, the ~BusyCursor destructor will still be called.
Arguably not using this pattern is the bad idiom. When you are not using RAII your code ends up looking like this:
void func() {
Cursor oldCursor = CurrentCursor();
SetCursor(BUSY_CURSOR);
try {
do_slow_stuff();
SetCursor(oldCursor);
} catch (...) {
SetCursor(oldCursor);
throw;
}
}
Do you really think having that littered throughout your code is better for maintenance?
No sane static analysis tool would suggest removing the variable, becaues it is used. It has an effect because its constructor and destructor are called. You should be perfectly safe.
Others have already mentioned that this is classic RAII.
What I'll add is to say that this is one of the best things about C++. Very few other languages support it, or at least support it properly (even C#'s using construct isn't as good, as the burden is still on the client code - see my blog entry on this).
It's become so closely associated with C++ that you should feel confident that anyone reading it would be familiar with it - and if not they should be.
I usually refer to this as a "guard". In my opinion it demonstrates one of C++'s biggest strengths (deterministic resource-handling). It's one of the things I miss the most when working in garbage-collected languages.
You can also go with something like ScopeGuard by Andrei Alexandrescu and Petru Marginean. Your sample would look something like this then:
void DoSlowThing
{
Cursor oldCursor = CurrentCursor();
SetCursor(BUSY_CURSOR);
ON_BLOCK_EXIT(SetCursor, oldCursor);
... do something time-consuming ...
}
This makes it easier to do one-off RAII-type operations without having to create a new class for each one. However for your Cursor example, since it's a class you'll likely reuse many times, you're probably better off with the dedicated class.
I recently stumbled across this entry in the google testing blog about guidelines for writing more testable code. I was in agreement with the author until this point:
Favor polymorphism over conditionals: If you see a switch statement you should think polymorphisms. If you see the same if condition repeated in many places in your class you should again think polymorphism. Polymorphism will break your complex class into several smaller simpler classes which clearly define which pieces of the code are related and execute together. This helps testing since simpler/smaller class is easier to test.
I simply cannot wrap my head around that. I can understand using polymorphism instead of RTTI (or DIY-RTTI, as the case may be), but that seems like such a broad statement that I can't imagine it actually being used effectively in production code. It seems to me, rather, that it would be easier to add additional test cases for methods which have switch statements, rather than breaking down the code into dozens of separate classes.
Also, I was under the impression that polymorphism can lead to all sorts of other subtle bugs and design issues, so I'm curious to know if the tradeoff here would be worth it. Can someone explain to me exactly what is meant by this testing guideline?
Actually this makes testing and code easier to write.
If you have one switch statement based on an internal field you probably have the same switch in multiple places doing slightly different things. This causes problems when you add a new case as you have to update all the switch statements (if you can find them).
By using polymorphism you can use virtual functions to get the same functionality and because a new case is a new class you don't have to search your code for things that need to be checked it is all isolated for each class.
class Animal
{
public:
Noise warningNoise();
Noise pleasureNoise();
private:
AnimalType type;
};
Noise Animal::warningNoise()
{
switch(type)
{
case Cat: return Hiss;
case Dog: return Bark;
}
}
Noise Animal::pleasureNoise()
{
switch(type)
{
case Cat: return Purr;
case Dog: return Bark;
}
}
In this simple case every new animal causes requires both switch statements to be updated.
You forget one? What is the default? BANG!!
Using polymorphism
class Animal
{
public:
virtual Noise warningNoise() = 0;
virtual Noise pleasureNoise() = 0;
};
class Cat: public Animal
{
// Compiler forces you to define both method.
// Otherwise you can't have a Cat object
// All code local to the cat belongs to the cat.
};
By using polymorphism you can test the Animal class.
Then test each of the derived classes separately.
Also this allows you to ship the Animal class (Closed for alteration) as part of you binary library. But people can still add new Animals (Open for extension) by deriving new classes derived from the Animal header. If all this functionality had been captured inside the Animal class then all animals need to be defined before shipping (Closed/Closed).
Do not fear...
I guess your problem lies with familiarity, not technology. Familiarize yourself with C++ OOP.
C++ is an OOP language
Among its multiple paradigms, it has OOP features and is more than able to support comparison with most pure OO language.
Don't let the "C part inside C++" make you believe C++ can't deal with other paradigms. C++ can handle a lot of programming paradigms quite graciously. And among them, OOP C++ is the most mature of C++ paradigms after procedural paradigm (i.e. the aforementioned "C part").
Polymorphism is Ok for production
There is no "subtle bugs" or "not suitable for production code" thing. There are developers who remain set in their ways, and developers who'll learn how to use tools and use the best tools for each task.
switch and polymorphism are [almost] similar...
... But polymorphism removed most errors.
The difference is that you must handle the switches manually, whereas polymorphism is more natural, once you get used with inheritance method overriding.
With switches, you'll have to compare a type variable with different types, and handle the differences. With polymorphism, the variable itself knows how to behave. You only have to organize the variables in logical ways, and override the right methods.
But in the end, if you forget to handle a case in switch, the compiler won't tell you, whereas you'll be told if you derive from a class without overriding its pure virtual methods. Thus most switch-errors are avoided.
All in all, the two features are about making choices. But Polymorphism enable you to make more complex and in the same time more natural and thus easier choices.
Avoid using RTTI to find an object's type
RTTI is an interesting concept, and can be useful. But most of the time (i.e. 95% of the time), method overriding and inheritance will be more than enough, and most of your code should not even know the exact type of the object handled, but trust it to do the right thing.
If you use RTTI as a glorified switch, you're missing the point.
(Disclaimer: I am a great fan of the RTTI concept and of dynamic_casts. But one must use the right tool for the task at hand, and most of the time RTTI is used as a glorified switch, which is wrong)
Compare dynamic vs. static polymorphism
If your code does not know the exact type of an object at compile time, then use dynamic polymorphism (i.e. classic inheritance, virtual methods overriding, etc.)
If your code knows the type at compile time, then perhaps you could use static polymorphism, i.e. the CRTP pattern http://en.wikipedia.org/wiki/Curiously_Recurring_Template_Pattern
The CRTP will enable you to have code that smells like dynamic polymorphism, but whose every method call will be resolved statically, which is ideal for some very critical code.
Production code example
A code similar to this one (from memory) is used on production.
The easier solution revolved around a the procedure called by message loop (a WinProc in Win32, but I wrote a simplier version, for simplicity's sake). So summarize, it was something like:
void MyProcedure(int p_iCommand, void *p_vParam)
{
// A LOT OF CODE ???
// each case has a lot of code, with both similarities
// and differences, and of course, casting p_vParam
// into something, depending on hoping no one
// did a mistake, associating the wrong command with
// the wrong data type in p_vParam
switch(p_iCommand)
{
case COMMAND_AAA: { /* A LOT OF CODE (see above) */ } break ;
case COMMAND_BBB: { /* A LOT OF CODE (see above) */ } break ;
// etc.
case COMMAND_XXX: { /* A LOT OF CODE (see above) */ } break ;
case COMMAND_ZZZ: { /* A LOT OF CODE (see above) */ } break ;
default: { /* call default procedure */} break ;
}
}
Each addition of command added a case.
The problem is that some commands where similar, and shared partly their implementation.
So mixing the cases was a risk for evolution.
I resolved the problem by using the Command pattern, that is, creating a base Command object, with one process() method.
So I re-wrote the message procedure, minimizing the dangerous code (i.e. playing with void *, etc.) to a minimum, and wrote it to be sure I would never need to touch it again:
void MyProcedure(int p_iCommand, void *p_vParam)
{
switch(p_iCommand)
{
// Only one case. Isn't it cool?
case COMMAND:
{
Command * c = static_cast<Command *>(p_vParam) ;
c->process() ;
}
break ;
default: { /* call default procedure */} break ;
}
}
And then, for each possible command, instead of adding code in the procedure, and mixing (or worse, copy/pasting) the code from similar commands, I created a new command, and derived it either from the Command object, or one of its derived objects:
This led to the hierarchy (represented as a tree):
[+] Command
|
+--[+] CommandServer
| |
| +--[+] CommandServerInitialize
| |
| +--[+] CommandServerInsert
| |
| +--[+] CommandServerUpdate
| |
| +--[+] CommandServerDelete
|
+--[+] CommandAction
| |
| +--[+] CommandActionStart
| |
| +--[+] CommandActionPause
| |
| +--[+] CommandActionEnd
|
+--[+] CommandMessage
Now, all I needed to do was to override process for each object.
Simple, and easy to extend.
For example, say the CommandAction was supposed to do its process in three phases: "before", "while" and "after". Its code would be something like:
class CommandAction : public Command
{
// etc.
virtual void process() // overriding Command::process pure virtual method
{
this->processBefore() ;
this->processWhile() ;
this->processAfter() ;
}
virtual void processBefore() = 0 ; // To be overriden
virtual void processWhile()
{
// Do something common for all CommandAction objects
}
virtual void processAfter() = 0 ; // To be overriden
} ;
And, for example, CommandActionStart could be coded as:
class CommandActionStart : public CommandAction
{
// etc.
virtual void processBefore()
{
// Do something common for all CommandActionStart objects
}
virtual void processAfter()
{
// Do something common for all CommandActionStart objects
}
} ;
As I said: Easy to understand (if commented properly), and very easy to extend.
The switch is reduced to its bare minimum (i.e. if-like, because we still needed to delegate Windows commands to Windows default procedure), and no need for RTTI (or worse, in-house RTTI).
The same code inside a switch would be quite amusing, I guess (if only judging by the amount of "historical" code I saw in our app at work).
Unit testing an OO program means testing each class as a unit. A principle that you want to learn is "Open to extension, closed to modification". I got that from Head First Design Patterns. But it basically says that you want to have the ability to easily extend your code without modifying existing tested code.
Polymorphism makes this possible by eliminating those conditional statements. Consider this example:
Suppose you have a Character object that carries a Weapon. You can write an attack method like this:
If (weapon is a rifle) then //Code to attack with rifle else
If (weapon is a plasma gun) //Then code to attack with plasma gun
etc.
With polymorphism the Character does not have to "know" the type of weapon, simply
weapon.attack()
would work. What happens if a new weapon was invented? Without polymorphism you will have to modify your conditional statement. With polymorphism you will have to add a new class and leave the tested Character class alone.
I'm a bit of a skeptic: I believe inheritance often adds more complexity than it removes.
I think you are asking a good question, though, and one thing I consider is this:
Are you splitting into multiple classes because you are dealing with different things? Or is it really the same thing, acting in a different way?
If it's really a new type, then go ahead and create a new class. But if it's just an option, I generally keep it in the same class.
I believe the default solution is the single-class one, and the onus is on the programmer proposing inheritance to prove their case.
Not an expert in the implications for test cases, but from a software development perspective:
Open-closed principle -- Classes should be closed to alteration, but open to extension. If you manage conditional operations via a conditional construct, then if a new condition is added, your class needs to change. If you use polymorphism, the base class need not change.
Don't repeat yourself -- An important part of the guideline is the "same if condition." That indicates that your class has some distinct modes of operation that can be factored into a class. Then, that condition appears in one place in your code -- when you instantiate the object for that mode. And again, if a new one comes along, you only need to change one piece of code.
Polymorphism is one of the corner stones of OO and certainly is very useful.
By dividing concerns over multiple classes you create isolated and testable units.
So instead of doing a switch...case where you call methods on several different types or implemenations you create a unified interface, having multiple implementations.
When you need to add an implementation, you do not need to modify the clients, as is the case with switch...case. Very important as this helps to avoid regression.
You can also simplify your client algorithm by dealing with just one type : the interface.
Very important to me is that polymorphism is best used with a pure interface/implementation pattern ( like the venerable Shape <- Circle etc... ) .
You can also have polymorphism in concrete classes with template-methods ( aka hooks ), but its effectiveness decreases as complexity increases.
Polymorphism is the foundation on which our company's codebase is built, so I consider it very practical.
Switches and polymorphism does the same thing.
In polymorphism (and in class-based programming in general) you group the functions by their type. When using switches you group the types by function. Decide which view is good for you.
So if your interface is fixed and you only add new types, polymorphism is your friend.
But if you add new functions to your interface you will need to update all implementations.
In certain cases, you may have a fixed amount of types, and new functions can come, then switches are better. But adding new types makes you update every switch.
With switches you are duplicating sub-type lists. With polymorphism you are duplicating operation lists. You traded a problem to get a different one. This is the so called expression problem, which is not solved by any programming paradigm I know. The root of the problem is the one-dimensional nature of the text used to represent the code.
Since pro-polymorphism points are well discussed here, let me provide a pro-switch point.
OOP has design patterns to avoid common pitfalls. Procedural programming has design patterns too (but no one have wrote it down yet AFAIK, we need another new Gang of N to make a bestseller book of those...). One design pattern could be always include a default case.
Switches can be done right:
switch (type)
{
case T_FOO: doFoo(); break;
case T_BAR: doBar(); break;
default:
fprintf(stderr, "You, who are reading this, add a new case for %d to the FooBar function ASAP!\n", type);
assert(0);
}
This code will point your favorite debugger to the location where you forgot to handle a case. A compiler can force you to implement your interface, but this forces you to test your code thoroughly (at least to see the new case is noticed).
Of course if a particular switch would be used more than one places, it's cut out into a function (don't repeat yourself).
If you want to extend these switches just do a grep 'case[ ]*T_BAR' rn . (on Linux) and it will spit out the locations worth looking at. Since you need to look at the code, you will see some context which helps you how to add the new case correctly. When you use polymorphism the call sites are hidden inside the system, and you depend on the correctness of the documentation, if it exists at all.
Extending switches does not break the OCP too, since you does not alter the existing cases, just add a new case.
Switches also help the next guy trying to get accustomed to and understand the code:
The possible cases are before your eyes. That's a good thing when reading code (less jumping around).
But virtual method calls are just like normal method calls. One can never know if a call is virtual or normal (without looking up the class). That's bad.
But if the call is virtual, possible cases are not obvious (without finding all derived classes). That's also bad.
When you provide an interface to a thirdparty, so they can add behavior and user data to a system, then that's a different matter. (They can set callbacks and pointers to user-data, and you give them handles)
Further debate can be found here: http://c2.com/cgi/wiki?SwitchStatementsSmell
I'm afraid my "C-hacker's syndrome" and anti-OOPism will eventually burn all my reputation here. But whenever I needed or had to hack or bolt something into a procedural C system, I found it quite easy, the lack of constraints, forced encapsulation and less abstraction layers makes me "just do it". But in a C++/C#/Java system where tens of abstraction layers stacked on the top of each other in the software's lifetime, I need to spend many hours sometimes days to find out how to correctly work around all the constraints and limitations that other programmers built into their system to avoid others "messing with their class".
This is mainly to do with encapsulation of knowledge. Let's start with a really obvious example - toString(). This is Java, but easily transfers to C++. Suppose you want to print a human friendly version of an object for debugging purposes. You could do:
switch(obj.type): {
case 1: cout << "Type 1" << obj.foo <<...; break;
case 2: cout << "Type 2" << ...
This would however clearly be silly. Why should one method somewhere know how to print everything. It will often be better for the object itself to know how to print itself, eg:
cout << object.toString();
That way the toString() can access member fields without needing casts. They can be tested independently. They can be changed easily.
You could argue however, that how an object prints shouldn't be associated with an object, it should be associated with the print method. In this case, another design pattern comes in helpful, which is the Visitor pattern, used to fake Double Dispatch. Describing it fully is too long for this answer, but you can read a good description here.
If you are using switch statements everywhere you run into the possibility that when upgrading you miss one place thats needs an update.
It works very well if you understand it.
There are also 2 flavors of polymorphism. The first is very easy to understand in java-esque:
interface A{
int foo();
}
final class B implements A{
int foo(){ print("B"); }
}
final class C implements A{
int foo(){ print("C"); }
}
B and C share a common interface. B and C in this case can't be extended, so you're always sure which foo() you're calling. Same goes for C++, just make A::foo pure virtual.
Second, and trickier is run-time polymorphism. It doesn't look too bad in pseudo-code.
class A{
int foo(){print("A");}
}
class B extends A{
int foo(){print("B");}
}
class C extends B{
int foo(){print("C");}
}
...
class Z extends Y{
int foo(){print("Z");
}
main(){
F* f = new Z();
A* a = f;
a->foo();
f->foo();
}
But it is a lot trickier. Especially if you're working in C++ where some of the foo declarations may be virtual, and some of the inheritance might be virtual. Also the answer to this:
A* a = new Z;
A a2 = *a;
a->foo();
a2.foo();
might not be what you expect.
Just keep keenly aware of what you do and don't know if you're using run-time polymorphism. Don't get overconfident, and if you're not sure what something is going to do at run-time, then test it.
I must re-iterate that finding all switch statments can be a non trivial processes in a mature code base. If you miss any then the application is likely to crash because of an unmatched case statement unless you have default set.
Also check out "Martin Fowlers" book on "Refactoring"
Using a switch instead of polymorphism is a code smell.
It really depends on your style of programming. While this may be correct in Java or C#, I don't agree that automatically deciding to use polymorphism is correct. You can split your code into lots of little functions and perform an array lookup with function pointers (initialized at compile time), for instance. In C++, polymorphism and classes are often overused - probably the biggest design mistake made by people coming from strong OOP languages into C++ is that everything goes into a class - this is not true. A class should only contain the minimal set of things that make it work as a whole. If a subclass or friend is necessary, so be it, but they shouldn't be the norm. Any other operations on the class should be free functions in the same namespace; ADL will allow these functions be used without lookup.
C++ is not an OOP language, don't make it one. It's as bad as programming C in C++.