How to write java like argument-level implementation of interface in C++? - c++

One of the nice things in Java is implementing interface. For example consider the following snippet:
interface SimpleInterface()
{
public: void doThis();
}
...
SimpleInterface simple = new SimpleInterface()
{
#Override public doThis(){ /**Do something here*/}
}
The only way I could see this being done is through Lambda in C++ or passing an instance of function<> to a class. But I am actually checking if this is possible somehow? I have classes which implements a particular interface and these interfaces just contain 1-2 methods. I can't write a new file for it or add a method to a class which accepts a function<> or lambda so that it can determine on what to do. Is this strictly C++ limitation? Will it ever be supported?
Somehow, I wanted to write something like this:
thisClass.setAction(int i , new SimpleInterface()
{
protected:
virtual void doThis(){}
});
One thing though is that I haven't check the latest spec for C++14 and I wanted to know if this is possible somehow.
Thank you!

Will it ever be supported?
You mean, will the language designers ever add a dirty hack where the only reason it ever existed in one language was because those designers were too stupid to add the feature they actually needed?
Not in this specific instance.
You can create a derived class that derives from it and then uses a lambda, and then use that at your various call sites. But you'd still need to create one converter for each interface.
struct FunctionalInterfaceImpl : SimpleInterface {
FunctionalInterfaceImpl(std::function<void()> f)
: func(f) {}
std::function<void()> func;
void doThis() { func(); }
};

You seem to think each class needs a separate .h and .cpp file. C++ allows you to define a class at any scope, including local to a function:
void foo() {
struct SimpleInterfaceImpl : SimpleInterface
{
protected:
void doThis() override {}
};
thisClass.setAction(int i , new SimpleInterfaceImpl());
}
Of course, you have a naked new in there which is probably a bad idea. In real code, you'd want to allocate the instance locally, or use a smart pointer.

This is indeed a "limitation" of C++ (and C#, as I was doing some research some time ago). Anonymous java classes are one of its unique features.
The closest way you can emulate this is with function objects and/or local types. C++11 and later offers lambdas which are semantic sugar of those two things, for this reason, and saves us a lot of writing. Thank goodness for that, before c++11 one had to define a type for every little thing.
Please note that for interfaces that are made up of a single method, then function objects/lambdas/delegates(C#) are actually a cleaner approach. Java uses interfaces for this case as a "limitation" of its own. It would be considered a Java-ism to use single-method interfaces as callbacks in C++.
Local types are actually a pretty good approximation, the only drawback being that you are forced to name the types (see edit) (a tiresome obligation, which one takes over when using static languages of the C family).
You don't need to allocate an object with new to use it polymorphically. It can be a stack object, which you pass by reference (or pointer, for extra anachronism). For instance:
struct This {};
struct That {};
class Handler {
public:
virtual ~Handler ();
virtual void handle (This) = 0;
virtual void handle (That) = 0;
};
class Dispatcher {
Handler& handler;
public:
Dispatcher (Handler& handler): handler(handler) { }
template <typename T>
void dispatch (T&& obj) { handler.handle(std::forward<T>(obj)); }
};
void f ()
{
struct: public Handler {
void handle (This) override { }
void handle (That) override { }
} handler;
Dispatcher dispatcher { handler };
dispatcher.dispatch(This {});
dispatcher.dispatch(That {});
}
Also note the override specifier offered by c++11, which has more or less the same purpose as the #Override annotation (generate a compile error in case this member function (method) does not actually override anything).
I have never heard about this feature being supported or even discussed, and I personally don't see it even being considered as a feature in C++ community.
EDIT right after finishing this post, I realised that there is no need to name local types (naturally), so the example becomes even more java-friendly. The only difference being that you cannot define a new type within an expression. I have updated the example accordingly.

In c++ interfaces are classes which has pure virtual functions in them, etc
class Foo{
virtual Function() = 0;
};
Every single class that inherits this class must implement this function.

Related

interface implementation with additional default arguments?

I have a question about implementing interface in C++:
Suppose there is an interface:
class A
{
virtual void f() = 0;
};
When implementing this, I wonder if there's a way to do something like:
class B : public A {
void f(int arg=0) {....} // unfortunately it does not implement f() this way
};
I want to keep the iterface clean. When client code calls through public interface A, arg is always set to 0 automatically. However when I call it through B, I have the flexibility to call it with arg set to some different value. Is it achievable?
EDIT: Since I control the interface and implementation, I am open to any suggestions, Macros, templates, functors, or anything else that makes sense. I just want to have a minimal and clean code base. The class is big, and I don't want to write any code that not absolutely necessary - e.g. another function that simply forwards to the actual implementation.
EDIT2: Just want to clarify a bit: The public interface is provided to client. It is more restrictive than Class B interface, which is only used internally. However the function f() is essentially doing the same thing, other than minor different treatment based on input arg. The real class has quite some interface functions, and the signature is complex. Doing function forwarding quickly results in tedious code repetition, and it pollutes the internal interface for B. I wonder what is the best way to deal with this in C++.
Thanks!
Yes, just make two separate functions:
class B : public A {
void f() { return f(0); }
void f(int arg) { .... }
};
When you have an interface, the basic principle should be that a function ALWAYS takes the same arguments and ALWAYS operates in the same way, no matter what the derived class is doing. Adding extra arguments is not allowed, because that presumes that the "thing" that operates on the object "knows" what the argument is/does.
There are several ways around this problem - thre that spring to mind immediately are:
Add the argument to the interface/baseclass.
Don't use an argument, but some extra function that [when the derived object is created or some other place that "knows the difference"] stores the extra information inside the object that needs it.
Add another class that "knows" what the argument is inside the class.
An example of the second one would be:
class B: public A
{
private:
int x;
public:
B() x(0) { ... } // default is 0.
void f() { ... uses x ... }
void setX(int newX) { x = newX; };
int getX() { return x; }
};
So, when you want to use x with another value than zero, you call bobject->setX(42); or something like that.
From your descriptions I'd say you should provide two classes, both with a specific responsibility: One to implement the desired functionality, the other to provide the needed interface to the client. That way you separate concerns and dont violate the SRP:
class BImpl {
public:
doF(int arg);
};
class B : public A {
BImpl impl;
public:
virtual void f() override {
impl.doF(0);
}
};
Doing function forwarding quickly results in tedious code repetition, and it pollutes the internal interface for B. I wonder what is the best way to deal with this in C++.
It sounds like you need to write a script to automate part of the process.

C++ Get class type inside static function

Inside of a static member function I need to get the type.
class MyClass
{
public:
static void myStaticFunc();
...
};
And then in the implementation I want to have:
void MyClass::myStaticFunc()
{
// Get MyClass as a type so I can cast using it
(get_type_from_static_function()*)someOtherVariable;
}
Is this even possible? Normally I would use something from typeinfo on an object but I don't have this to work with.
I do not want to just use (MyClass*) because this is going inside of a macro and I'd like to keep it as simple as possible so that it can be called without a class name.
If it helps I am using QT but I couldn't find any macros to get the current class. It doesn't necessarily need to be programmatic - it can be a macro.
Cheers!
EDIT:
Here is the actual macro function:
#define RPC_FUNCTION(funcName) \
static void rpc_##funcName(void* oOwner, RpcManager::RpcParamsContainer params){ ((__class__*)oOwner)->funcName(params); }; \
void funcName(RpcManager::RpcParamsContainer params);
I then call RPC_FUNCTION(foo) in a class declaration. I want __class__ to be whatever class declaration I am in. I'm well aware I can just add className after funcName but I want to keep this as simple as possible when actually using it. My RPC manager calls rpc_foo and passes a pointer to an object of the class I declared it in. Essentially I need to know how to determine the actual class of that void* parameter.
In Visual Studio 2012 you can use that trick, but it will not work in gcc, at least for now.
template<typename base_t>
static auto GetFunctionBaseType(void(base_t::*)())->base_t;
struct TBase
{
template<typename T> void GetBaseType();
typedef decltype(GetFunctionBaseType(&GetBaseType<void>)) this_t;
static void rpc_func1(void * ptr)
{
((this_t*)ptr)->func1();
}
};
I believe that what you're asking for at heart is simply not possible: C++ is a statically typed language, which means that all type information must be available at compile time (runtime polymorphism notwithstanding). That is, when you say,
T x;
then the type T must be known at compile time. There is no such thing as "T_from_user() x;", whereby the actual type of a variable is determined at runtime. The language just isn't designed that way.
Usually if you're asking such a question that's an indicator that you're going about a problem the wrong way, though. Typical solutions for polymorphic situations involve class inheritance and virtual functions, or other sorts of lookup tables, or really any number of different approaches. Your request for a preprocessor macro also indicates that something is off. Any programming language has its idioms, and veering too far from those is usually a bad idea.
What you want to do is called Reflection. It was implemented in .NET (I don't know, maybe in Java too) and is going to be implemented in future standards of C++.
It seems you have a few unrelated classes that have a number of methods in common (the ones that can be sent as the funcName argument in your example).
Instead of having these unrelated classes, consider a polymorphic approach. For example, let's say the functions that you support are func1 and func2, then you can work this out in this way:
class BaseClass {
public:
virtual void func1(RpcManager::RpcParamsContainer args) = 0;
virtual void func2(RpcManager::RpcParamsContainer args) = 0;
};
class MyClass1 : public BaseClass {
public:
virtual void func1(RpcManager::RpcParamsContainer args) { /* func1 implementation here */ }
virtual void func2(RpcManager::RpcParamsContainer args) { /* func2 implementation here */ }
};
class MyClass2 : public BaseClass {
public:
virtual void func1(RpcManager::RpcParamsContainer args) { /* func1 implementation here */ }
virtual void func2(RpcManager::RpcParamsContainer args) { /* func2 implementation here */ }
};
With the above design your can pass a BaseClass* around, and you can call func1 or func2 without having to do any casts, and the compiler will find the correct version to invoke. For example, in your macro you could do something like this:
#define RPC_FUNCTION(funcName) static void rpc_##funcName(BaseClass* oOwner, RpcManager::RpcParamsContainer params){ oOwner->funcName(params); };
I hope this helps!
Are searching for the function macro? It's a macro that expands to the current function name.
__FUNCTION__
No, a static method can only see static members of the class. It doesn't make sense for it to access instance members (as in, standard variables etc) as they don't exist unless the class has been instantiated.
It seems like you want something like the Singleton design pattern. This allows for only a single instance of the class to exist at a time.
Another way would be to have a static list of all instances of a class, then in the class constructor, add the this pointer to that list. As I say though, static members cannot access instance variables, as they may not exist at all.
I suppose the greater question is this: why do you need to access an instance variable from a static member? If you require access to an instance member, you should be calling the function in the context of the current instance, otherwise you're breaking the OOP paradigm pretty hard.

Copying Methods from Member

I have a simple, low-level container class that is used by a more high-level file class. Basically, the file class uses the container to store modifications locally before saving a final version to an actual file. Some of the methods, therefore, carry directly over from the container class to the file class. (For example, Resize().)
I've just been defining the methods in the file class to call their container class variants. For example:
void FileClass::Foo()
{
ContainerMember.Foo();
}
This is, however, growing to be a nuisance. Is there a better way to do this?
Here's a simplified example:
class MyContainer
{
// ...
public:
void Foo()
{
// This function directly handles the object's
// member variables.
}
}
class MyClass
{
MyContainer Member;
public:
void Foo()
{
Member.Foo();
// This seems to be pointless re-implementation, and it's
// inconvenient to keep MyContainer's methods and MyClass's
// wrappers for those methods synchronized.
}
}
Well, why not just inherit privatly from MyContainer and expose those functions that you want to just forward with a using declaration? That is called "Implementing MyClass in terms of MyContainer.
class MyContainer
{
public:
void Foo()
{
// This function directly handles the object's
// member variables.
}
void Bar(){
// ...
}
}
class MyClass : private MyContainer
{
public:
using MyContainer::Foo;
// would hide MyContainer::Bar
void Bar(){
// ...
MyContainer::Bar();
// ...
}
}
Now the "outside" will be able to directly call Foo, while Bar is only accessible inside of MyClass. If you now make a function with the same name, it hides the base function and you can wrap base functions like that. Of course, you now need to fully qualify the call to the base function, or you'll go into an endless recursion.
Additionally, if you want to allow (non-polymorphical) subclassing of MyClass, than this is one of the rare places, were protected inheritence is actually useful:
class MyClass : protected MyContainer{
// all stays the same, subclasses are also allowed to call the MyContainer functions
};
Non-polymorphical if your MyClass has no virtual destructor.
Yes, maintaining a proxy class like this is very annoying. Your IDE might have some tools to make it a little easier. Or you might be able to download an IDE add-on.
But it isn't usually very difficult unless you need to support dozens of functions and overrides and templates.
I usually write them like:
void Foo() { return Member.Foo(); }
int Bar(int x) { return Member.Bar(x); }
It's nice and symmetrical. C++ lets you return void values in void functions because that makes templates work better. But you can use the same thing to make other code prettier.
That's delegation inheritance and I don't know that C++ offers any mechanism to help with that.
Consider what makes sense in your case - composition (has a) or inheritance (is a) relationship between MyClass and MyContainer.
If you don't want to have code like this anymore, you are pretty much restricted to implementation inheritance (MyContainer as a base/abstract base class). However you have to make sure this actually makes sense in your application, and you are not inheriting purely for the implementation (inheritance for implementation is bad).
If in doubt, what you have is probably fine.
EDIT: I'm more used to thinking in Java/C# and overlooked the fact that C++ has the greater inheritance flexibility Xeo utilizes in his answer. That just feels like nice solution in this case.
This feature that you need to write large amounts of code is actually necessary feature. C++ is verbose language, and if you try to avoid writing code with c++, your design will never be very good.
But the real problem with this question is that the class has no behaviour. It's just a wrapper which does nothing. Every class needs to do something other than just pass data around.
The key thing is that every class has correct interface. This requirement makes it necessary to write forwarding functions. The main purpose of each member function is to distribute the work required to all data members. If you only have one data member, and you've not decided yet what the class is supposed to do, then all you have is forwarding functions. Once you add more member objects and decide what the class is supposed to do, then your forwarding functions will change to something more reasonable.
One thing which will help with this is to keep your classes small. If the interface is small, each proxy class will only have small interface and the interface will not change very often.

How do I implement a callback in C++?

I want to implement a class in c++ that has a callback.
So I think I need a method that has 2 arguments:
the target object. (let's say
*myObj)
the pointer to a member function of
the target object. (so i can do
*myObj->memberFunc(); )
The conditions are:
myObj can be from any class.
the member function that is gonna be the callback function is non-static.
I've been reading about this but it seems like I need to know the class of myObj before hand. But I am not sure how to do it. How can I handle this? Is this possible in C++?
This is something I have in mind but is surely incorrect.
class MyClassWithCallback{
public
void *targetObj;
void (*callback)(int number);
void setCallback(void *myObj, void(*callbackPtr)(int number)){
targetObj = myObj;
callback = callbackPtr;
};
void callCallback(int a){
(myObj)->ptr(a);
};
};
class Target{
public
int res;
void doSomething(int a){//so something here. This is gonna be the callback function};
};
int main(){
Target myTarget;
MyClassWithCallback myCaller;
myCaller.setCallback((void *)&myTarget, &doSomething);
}
I appreciate any help.
Thank you.
UPDATE
Most of you said Observing and Delegation, well that's i exactly what i am looking for, I am kind of a Objective-C/Cocoa minded guy.
My current implementation is using interfaces with virtual functions. Is just I thought it would be "smarter" to just pass the object and a member function pointer (like boost!) instead of defining an Interface. But It seems that everybody agrees that Interfaces are the easiest way right? Boost seems to be a good idea, (assuming is installed)
The best solution, use boost::function with boost::bind, or if your compiler supports tr1/c++0x use std::tr1::function and std::tr1::bind.
So it becomes as simple as:
boost::function<void()> callback;
Target myTarget;
callback=boost::bind(&Target::doSomething,&myTarget);
callback(); // calls the function
And your set callback becomes:
class MyClassWithCallback{
public:
void setCallback(boost::function<void()> const &cb)
{
callback_ = cb;
}
void call_it() { callback_(); }
private:
boost::function<void()> callback_;
};
Otherwise you need to implement some abstract class
struct callback {
virtual void call() = 0;
virtual ~callback() {}
};
struct TargetCallback {
virtual void call() { ((*self).*member)()); }
void (Target::*member)();
Target *self;
TargetCallback(void (Target::*m)(),Target *p) :
member(m),
self(p)
{}
};
And then use:
myCaller.setCallback(new TargetCallback(&Target::doSomething,&myTarget));
When your class get modified into:
class MyClassWithCallback{
public:
void setCallback(callback *cb)
{
callback_.reset(cb);
}
void call_it() { callback_->call(); }
private:
std::auto_ptr<callback> callback_;
};
And of course if the function you want to call does not change you may just implement some interface, i.e. derive Target from some abstract class with this call.
One trick is to use interfaces instead, that way you don't need specifically to know the class in your 'MyClassWithCallback', if the object passed in implements the interface.
e.g. (pseudo code)
struct myinterface
{
void doSomething()=0;
};
class Target : public myinterface { ..implement doSomething... };
and
myinterface *targetObj;
void setCallback(myinterface *myObj){
targetObj = myObj;
};
doing the callback
targetObj->doSomething();
setting it up:
Target myTarget;
MyClassWithCallback myCaller;
myCaller.setCallback(myTarget);
The Observer design pattern seems to be what you're looking for.
You have a few basic options:
1) Specify what class the callback is going to use, so that the object pointer and member function pointer types are known, and can be used in the caller. The class might have several member functions with the same signature, which you can choose between, but your options are quite limited.
One thing that you've done wrong in your code is that member function pointers and free function pointers in C++ are not the same, and are not compatible types. Your callback registration function takes a function pointer, but you're trying to pass it a member function pointer. Not allowed. Furthermore, the type of the "this" object is part of the type of a member function pointer, so there's no such thing in C++ as "a pointer to any member function which takes an integer and returns void". It has to be, "a pointer to any member function of Target which takes an integer and returns void". Hence the limited options.
2) Define a pure virtual function in an interface class. Any class which wants to receive the callback therefore can inherit from the interface class. Thanks to multiple inheritance, this doesn't interfere with the rest of your class hierarchy. This is almost exactly the same as defining an Interface in Java.
3) Use a non-member function for the callback. The for each class which wants to use it, you write a little stub free function which takes the object pointer and calls the right member function on it. So in your case you'd have:
dosomething_stub(void *obj, int a) {
((Target *)obj)->doSomething(a);
}
4) Use templates:
template<typename CB> class MyClassWithCallback {
CB *callback;
public:
void setCallback(CB &cb) { callback = &cb; }
void callCallback(int a) {
callback(a);
}
};
class Target {
void operator()(int a) { /* do something; */ }
};
int main() {
Target t;
MyClassWithCallback<T> caller;
caller.setCallback(t);
}
Whether you can use templates depends whether your ClassWithCallback is part of some big old framework - if so then it might not be possible (to be precise: might require some more tricks, such as a template class which inherits from a non-template class having a virtual member function), because you can't necessarily instantiate the entire framework once for each callback recipient.
Also, look at the Observer Pattern and signals and slots . This extends to multiple subscribers.
In C++, pointers to class methods are hardly used. The fact that you called in - it is delegates and their use is not recommended. Instead of them, you must use virtual functions and abstract classes.
However, C++ would not have been so fond of me, if it not supported completely different concepts of programming. If you still want delegates, you should look towards "boost functional" (part of C + +0 x), it allows pointers to methods of classes regardless of the class name. Besides, in C++ Builder has type __closure - implementation of a delegate at the level of the compiler.
P.S. Sorry for bad English...

Virtual Methods or Function Pointers

When implementing polymorphic behavior in C++ one can either use a pure virtual method or one can use function pointers (or functors). For example an asynchronous callback can be implemented by:
Approach 1
class Callback
{
public:
Callback();
~Callback();
void go();
protected:
virtual void doGo() = 0;
};
//Constructor and Destructor
void Callback::go()
{
doGo();
}
So to use the callback here, you would need to override the doGo() method to call whatever function you want
Approach 2
typedef void (CallbackFunction*)(void*)
class Callback
{
public:
Callback(CallbackFunction* func, void* param);
~Callback();
void go();
private:
CallbackFunction* iFunc;
void* iParam;
};
Callback::Callback(CallbackFunction* func, void* param) :
iFunc(func),
iParam(param)
{}
//Destructor
void go()
{
(*iFunc)(iParam);
}
To use the callback method here you will need to create a function pointer to be called by the Callback object.
Approach 3
[This was added to the question by me (Andreas); it wasn't written by the original poster]
template <typename T>
class Callback
{
public:
Callback() {}
~Callback() {}
void go() {
T t; t();
}
};
class CallbackTest
{
public:
void operator()() { cout << "Test"; }
};
int main()
{
Callback<CallbackTest> test;
test.go();
}
What are the advantages and disadvantages of each implementation?
Approach 1 (Virtual Function)
"+" The "correct way to do it in C++
"-" A new class must be created per callback
"-" Performance-wise an additional dereference through VF-Table compared to Function Pointer. Two indirect references compared to Functor solution.
Approach 2 (Class with Function Pointer)
"+" Can wrap a C-style function for C++ Callback Class
"+" Callback function can be changed after callback object is created
"-" Requires an indirect call. May be slower than functor method for callbacks that can be statically computed at compile-time.
Approach 3 (Class calling T functor)
"+" Possibly the fastest way to do it. No indirect call overhead and may be inlined completely.
"-" Requires an additional Functor class to be defined.
"-" Requires that callback is statically declared at compile-time.
FWIW, Function Pointers are not the same as Functors. Functors (in C++) are classes that are used to provide a function call which is typically operator().
Here is an example functor as well as a template function which utilizes a functor argument:
class TFunctor
{
public:
void operator()(const char *charstring)
{
printf(charstring);
}
};
template<class T> void CallFunctor(T& functor_arg,const char *charstring)
{
functor_arg(charstring);
};
int main()
{
TFunctor foo;
CallFunctor(foo,"hello world\n");
}
From a performance perspective, Virtual functions and Function Pointers both result in an indirect function call (i.e. through a register) although virtual functions require an additional load of the VFTABLE pointer prior to loading the function pointer. Using Functors (with a non-virtual call) as a callback are the highest performing method to use a parameter to template functions because they can be inlined and even if not inlined, do not generate an indirect call.
Approach 1
Easier to read and understand
Less possibility of errors (iFunc cannot be NULL, you're not using a void *iParam, etc
C++ programmers will tell you that this is the "right" way to do it in C++
Approach 2
Slightly less typing to do
VERY slightly faster (calling a virtual method has some overhead, usually the same of two simple arithmetic operations.. So it most likely won't matter)
That's how you would do it in C
Approach 3
Probably the best way to do it when possible. It will have the best performance, it will be type safe, and it's easy to understand (it's the method used by the STL).
The primary problem with Approach 2 is that it simply doesn't scale. Consider the equivalent for 100 functions:
class MahClass {
// 100 pointers of various types
public:
MahClass() { // set all 100 pointers }
MahClass(const MahClass& other) {
// copy all 100 function pointers
}
};
The size of MahClass has ballooned, and the time to construct it has also significantly increased. Virtual functions, however, are O(1) increase in the size of the class and the time to construct it- not to mention that you, the user, must write all the callbacks for all the derived classes manually which adjust the pointer to become a pointer to derived, and must specify function pointer types and what a mess. Not to mention the idea that you might forget one, or set it to NULL or something equally stupid but totally going to happen because you're writing 30 classes this way and violating DRY like a parasitic wasp violates a caterpillar.
Approach 3 is only usable when the desired callback is statically knowable.
This leaves Approach 1 as the only usable approach when dynamic method invocation is required.
It's not clear from your example if you're creating a utility class or not. Is you Callback class intended to implement a closure or a more substantial object that you just didn't flesh out?
The first form:
Is easier to read and understand,
Is far easier to extend: try adding methods pause, resume and stop.
Is better at handling encapsulation (presuming doGo is defined in the class).
Is probably a better abstraction, so easier to maintain.
The second form:
Can be used with different methods for doGo, so it's more than just polymorphic.
Could allow (with additional methods) changing the doGo method at run-time, allowing the instances of the object to mutate their functionality after creation.
Ultimately, IMO, the first form is better for all normal cases. The second has some interesting capabilities, though -- but not ones you'll need often.
One major advantage of the first method is it has more type safety. The second method uses a void * for iParam so the compiler will not be able to diagnose type problems.
A minor advantage of the second method is that it would be less work to integrate with C. But if you're code base is only C++, this advantage is moot.
Function pointers are more C-style I would say. Mainly because in order to use them you usually must define a flat function with the same exact signature as your pointer definition.
When I write C++ the only flat function I write is int main(). Everything else is a class object. Out of the two choices I would choose to define an class and override your virtual, but if all you want is to notify some code that some action happened in your class, neither of these choices would be the best solution.
I am unaware of your exact situation but you might want to peruse design patterns
I would suggest the observer pattern. It is what I use when I need to monitor a class or wait for some sort of notification.
For example, let us look at an interface for adding read functionality to a class:
struct Read_Via_Inheritance
{
virtual void read_members(void) = 0;
};
Any time I want to add another source of reading, I have to inherit from the class and add a specific method:
struct Read_Inherited_From_Cin
: public Read_Via_Inheritance
{
void read_members(void)
{
cin >> member;
}
};
If I want to read from a file, database, or USB, this requires 3 more separate classes. The combinations start to be come very ugly with multiple objects and multiple sources.
If I use a functor, which happens to resemble the Visitor design pattern:
struct Reader_Visitor_Interface
{
virtual void read(unsigned int& member) = 0;
virtual void read(std::string& member) = 0;
};
struct Read_Client
{
void read_members(Reader_Interface & reader)
{
reader.read(x);
reader.read(text);
return;
}
unsigned int x;
std::string& text;
};
With the above foundation, objects can read from different sources just by supplying different readers to the read_members method:
struct Read_From_Cin
: Reader_Visitor_Interface
{
void read(unsigned int& value)
{
cin>>value;
}
void read(std::string& value)
{
getline(cin, value);
}
};
I don't have to change any of the object's code (a good thing because it is already working). I can also apply the reader to other objects.
Generally, I use inheritance when I am performing generic programming. For example, if I have a Field class, then I can create Field_Boolean, Field_Text and Field_Integer. In can put pointers to their instances into a vector<Field *> and call it a record. The record can perform generic operations on the fields, and doesn't care or know what kind of a field is processed.
Change to pure virtual, first off. Then inline it. That should negate any method overhead call at all, so long as inlining doesn't fail (and it won't if you force it).
May as well use C, because this is the only real useful major feature of C++ compared to C. You will always call method and it can't be inlined, so it will be less efficient.