I have classes DBGameAction and ServerGameAction which has common parent class GameAction. Classes DBGameAction and ServerGameAction it's a API for safety working with entity GameAction from different part of program.
My question is: is it normal at first create DBGameAction entity and then cast it to the ServerGameAction entity? Or maybe it's a wrong program design?
My program:
#include <vector>
#include <string>
#include <iostream>
class GameAction
{
protected:
/* Need use mutex or something else for having safety access to this entity */
unsigned int cost;
unsigned int id;
std::vector<std::string> players;
GameAction(){}
public:
unsigned int getCost() const
{
return cost;
}
};
class DBGameAction : public GameAction
{
public:
void setCost(unsigned int c)
{
cost = c;
}
void setId(unsigned int i)
{
id = i;
}
};
class ServerGameAction : public GameAction
{
ServerGameAction(){}
public:
void addPlayer(std::string p)
{
players.push_back(p);
}
std::string getLastPlayer() const
{
return players.back();
}
};
int main(int argc, char *argv[])
{
DBGameAction *dbga = 0;
ServerGameAction *sga = 0;
try {
dbga = new DBGameAction;
}
catch(...) /* Something happens wrong! */
{
return -1;
}
sga = reinterpret_cast<ServerGameAction*>(dbga);
sga->addPlayer("Max");
dbga->setCost(100);
std::cout << dbga->getCost() << std::endl;
std::cout << sga->getLastPlayer() << std::endl;
delete dbga;
sga = dbga = 0;
return 0;
}
It is wrong program design.
Is there a reason why you are not creating GameAction variables which you then downcast to DBGameAction and ServerGameAction?
I haven't used reinterpret_cast in many occasions but I am sure it shouldn't be used this way. You should try to find a better design for the interface of your classes. Someone who uses your classes, doesn't have a way to know that he needs to do this sort of castings to add a player.
You have to ask yourself, if adding a player is an operation that only makes sense for ServerGameActions or for DBGameActions too. If it makes sense to add players to DBGameActions, then AddPlayer should be in the interface of DBGameAction too. Then you will not need these casts. Taking it one step further, if it is an operation that makes sense for every possible GameAction you may ever have, you can put it in the interface of the base class.
I have used a similar pattern effectively in the past, but it is a little different than most interface class setups. Instead of having a consistent interface that can trigger appropriate class-specific methods for accomplishing similar tasks on different data types, this provides two completely different sets of functionality which each have their own interface, yet work on the same data layout.
The only reason I would pull out this design is for situations where the base class is data-only and shared between multiple libraries or executables. Then each lib or exe defines a child class which houses all the functionality that it's allowed to use on the base data. This way you can, for example, build your server executable with all kinds of nice extra functions for manipulating game data that the client isn't allowed to use, and the server-side functionality doesn't get built into the client executable. It's much easier for a game modder to trigger existing, dormant functionality than to write and inject their own.
The main part of your question about casting directly between the child classes is making us worry, though. If you find yourself wanting to do that, stop and rethink. You could theoretically get away with the cast as long as your classes stay non-virtual and the derived classes never add data members (the derived classes can't have any data for what you're trying to do anyway, due to object slicing), but it would be potentially dangerous and, most likely, less readable code. As #dspfnder was talking about, you would want to work with base classes for passing data around and down-cast on-demand to access functionality.
With all that said, there are many ways to isolate, restrict, or cull functionality. It may be worth reworking your design with functionality living in friend classes instead of child classes; that would require much less or no casting.
Related
So, my problem is that i want to modify my parent class Board from a derived class in such a way that it applies to all other objects of the derived class. Ex. If I input a 3 on getTest() in players[1] players[2] will be able to print that same value. Is this posible?
class Board {
public:
int test;
virtual void getTest() = 0;
};
class Player : public Board{
public:
int playerNum;
Player(int _playerNum){
playerNum = _playerNum;
}
void printTest(){
cout << "The value of test is: " << Board::test;
}
void getTest(){
cin >> Board::test;
}
};
int main(){
Player players[] = {1,2};
players[1].getTest();
players[0].printTest();
return 0;
}
It is indeed possible to share state between all instances that derive from Board.
As mentioned in the comments, if Board::test were given the static storage-class duration, this would be a variable shared across all instances of Player and any other classes that derive from Board now and forever. Technically, the variable is actually a member of the type rather than instances of the type. This will work, however in terms of design, it has some strange implications.
Namely, Player::getTest() is a non-static member-function, which sets static state that will be shared across all derived classes of Board. This can work as a quick and dirty change to code, but can lead to maintenance burdens and cognitive overhead. For example, if you have code in different subsystems like a Player and Widget that both implement Board, you get into a case where:
// subsystem A:
player.getState();
// subsystem B:
widget.printTest(); // not obvious that this comes from the player in "subsystem A"
The bigger the code gets, the harder it is to understand.
Additionally, static variables have issues working across translation units that can lead to initialization-order problems -- and it's often a mess that's not worth fighting with.
Depending on what it is you actually intend to share, often times it can be better for design to explicitly state as such using an object that explicitly indicates its shared ownership -- such as a std::shared_ptr.
This won't be implicitly passed to everything as you originally requested -- but that's actually a good thing since you can explicitly state what data you want shared and where. This also lets you decide if ever there's a case where you don't want everything shared between them, you can design it as such.
A simple example with your current code would instead be done like:
class Board {
public:
virtual void getTest() = 0;
};
class Player : public Board{
public:
int playerNum;
std::shared_ptr<int> test;
Player(int _playerNum, std::shared_ptr<int> _test){
playerNum = _playerNum;
test = _test;
}
void printTest(){
cout << "The value of test is: " << *test;
}
void getTest(){
cin >> *test;
}
};
int main(){
std::shared_ptr<int> test = std::make_shared<int>(0);
// explicitly share 'test' between the two players
Player players[] = {Player{1,test}, Player{2,test}};
players[1].getTest();
players[0].printTest();
return 0;
}
This would produce the same results as you originally requested, but it explicitly shared test rather than implicitly doing this behind static variables.
Explicitly stating the shared state here also allows you to produce more Player objects later that might share a different set of test state than the first created ones (depending on what this state is, this can be quite useful).
Overall, it's often better in terms of design for readability and overall cognitive overhead to be explicit about the data you want shared.
I'm trying to have a vector of different subclass pointers that have a common base class. The vector is set to the base class pointer but anything that is added to the vector doesn't get the full functionality of the subclass it is.
It can be seen in the error log it is being treated as a base class so not getting the extended functionality.
I've looked on loads of questions and people are saying to do it the way I am doing it, but for whatever reason, it's not working.
The code is on a public repo.it:
https://repl.it/#cubingminer8/inheritance-with-vectors-testing
Any help would be greatly appreciated!
edit: ok so I'm going to use this for a sprite group system in a c++ sdl2 game engine. There will be a base sprite class that has some basic things like render and move, while any sprites I need will be their own classes that inherit from Sprite, they will have their own unique behaviors so virtual functions would be impractical. There will be a sprite group object, that objects that inherit from Sprite can be stored in. So they can all be rendered at once and such.
If you have ever used pygame then it is almost identical to the sprite and spritegroup system used there.
https://www.pygame.org/docs/tut/SpriteIntro.html
#include <iostream>
#include <vector>
class Base {
public:
char A = 'A';
};
class Sub : public Base {
public:
char B = 'B';
};
class Sub2 : public Base {
public:
char C = 'C';
};
int main() {
std::vector<Base*> List;
List.push_back(new Sub());
List.push_back(new Sub2());
std::cout << List[0]->B << std::endl; // it should be able to print B
std::cout << List[1]->C << std::endl; // but it is being set as a base class and
// not getting the functionality of the subclass it is.
}
Usually, this is achieved by virtual functions. In the given case it should be a virtual getter function which returns the char members of each class.
class Base {
char A = 'A';
public:
virtual char getChar()const /*noexcept*/ { return A; }
virtual Base () = default;
};
class Sub : public Base {
char B = 'B';
public:
char getChar()const /*noexcept*/ override { return B; }
};
class Sub2 : public Base {
char C = 'C';
public:
char getChar()const /*noexcept*/ override { return C; }
};
now in the main
std::cout << List[0]->getChar() << std::endl;
As a side note, I suggest you to have a look at smart pointers, instead of the row pointers, by which you can avoid manual memory management.
A good starting would be:
#include <memory>
std::vector<std::unique_ptr<Base>> List;
List.emplace_back(std::make_unique<Sub>());
So you want this to work:
// your code version 1
std::cout<< List[0]->B << std::endl; //it should be able to print B
std::cout<< List[1]->C << std::endl; //but it is being set as a base class
But what should happen if you write this instead?
// your code version 2
std::cout<< List[0]->C << std::endl;
std::cout<< List[1]->B << std::endl;
List[0] doesn't have any C and List[1] doesn't have any B. How do you propose to treat this code?
There are several ways to approach this.
The compiler should know at compilation time that version 1 is right, and version 2 is wrong. Unfortuantely this is generally impossible because the compiler cannot keep track of what object pointer goes to which slot in the array. So this has to be dismissed.
The run time system should detect the error at run time. This is a possible approach, but not one taken by C++. C++ is a statically typed language. Dynamically typed languages can handle this case. If you want a dynamically typed language, try e.g. Python.
The compiler should not try to detect anything, and the runtime system should not try to detect anything either, but go ahead and perforrm the operation anyway, and let it produce wrong results or crash. This is also a possible approach, but not one taken by any modern high-level programming language. C++ and other modern languages are typed. It is possible to circumvent the type system of C++ by using reinterpret_cast and the like, but this is very dangerous and is not recommended.
The compiler should treat both versions as wrong. This is what C++ does.
As others have mentioned, the (only) right way to extend functionality of a class is via virtual functions. This requires some planning ahead. The base should at least declare which operations are needed, though it doesn't need to know how derived classes will implement them.
In the code I am now creating, I have an object that can belong to two discrete types, differentiated by serial number. Something like this:
class Chips {
public:
Chips(int shelf) {m_nShelf = shelf;}
Chips(string sSerial) {m_sSerial = sSerial;}
virtual string GetFlavour() = 0;
virtual int GetShelf() {return m_nShelf;}
protected:
string m_sSerial;
int m_nShelf;
}
class Lays : Chips {
string GetFlavour()
{
if (m_sSerial[0] == '0') return "Cool ranch";
else return "";
}
}
class Pringles : Chips {
string GetFlavour()
{
if (m_sSerial.find("cool") != -1) return "Cool ranch";
else return "";
}
}
Now, the obvious choice to implement this would be using a factory design pattern. Checking manually which serial belongs to which class type wouldn't be too difficult.
However, this requires having a class that knows all the other classes and refers to them by name, which is hardly truly generic, especially if I end up having to add a whole bunch of subclasses.
To complicate things further, I may have to keep around an object for a while before I know its actual serial number, which means I may have to write the base class full of dummy functions rather than keeping it abstract and somehow replace it with an instance of one of the child classes when I do get the serial. This is also less than ideal.
Is factory design pattern truly the best way to deal with this, or does anyone have a better idea?
You can create a factory which knows only the Base class, like this:
add pure virtual method to base class: virtual Chips* clone() const=0; and implement it for all derives, just like operator= but to return pointer to a new derived. (if you have destructor, it should be virtual too)
now you can define a factory class:
Class ChipsFactory{
std::map<std::string,Chips*> m_chipsTypes;
public:
~ChipsFactory(){
//delete all pointers... I'm assuming all are dynamically allocated.
for( std::map<std::string,Chips*>::iterator it = m_chipsTypes.begin();
it!=m_chipsTypes.end(); it++) {
delete it->second;
}
}
//use this method to init every type you have
void AddChipsType(const std::string& serial, Chips* c){
m_chipsTypes[serial] = c;
}
//use this to generate object
Chips* CreateObject(const std::string& serial){
std::map<std::string,Chips*>::iterator it = m_chipsTypes.find(serial);
if(it == m_chipsTypes.end()){
return NULL;
}else{
return it->clone();
}
}
};
Initialize the factory with all types, and you can get pointers for the initialized objects types from it.
From the comments, I think you're after something like this:
class ISerialNumber
{
public:
static ISerialNumber* Create( const string& number )
{
// instantiate and return a concrete class that
// derives from ISerialNumber, or NULL
}
virtual void DoSerialNumberTypeStuff() = 0;
};
class SerialNumberedObject
{
public:
bool Initialise( const string& serialNum )
{
m_pNumber = ISerialNumber::Create( serialNum );
return m_pNumber != NULL;
}
void DoThings()
{
m_pNumber->DoSerialNumberTypeStuff();
}
private:
ISerialNumber* m_pNumber;
};
(As this was a question on more advanced concepts, protecting from null/invalid pointer issues is left as an exercise for the reader.)
Why bother with inheritance here? As far as I can see the behaviour is the same for all Chips instances. That behaviour is that the flavour is defined by the serial number.
If the serial number only changes a couple of things then you can inject or lookup the behaviours (std::function) at runtime based on the serial number using a simple map (why complicate things!). This way common behaviours are shared among different chips via their serial number mappings.
If the serial number changes a LOT of things, then I think you have the design a bit backwards. In that case what you really have is the serial number defining a configuration of the Chips, and your design should reflect that. Like this:
class SerialNumber {
public:
// Maybe use a builder along with default values
SerialNumber( .... );
// All getters, no setters.
string getFlavour() const;
private:
string flavour;
// others (package colour, price, promotion, target country etc...)
}
class Chips {
public:
// Do not own the serial number... 'tis shared.
Chips(std::shared_ptr<SerialNumber> poSerial):m_poSerial{poSerial}{}
Chips(int shelf, SerialNumber oSerial):m_poSerial{oSerial}, m_nShelf{shelf}{}
string GetFlavour() {return m_poSerial->getFlavour()};
int GetShelf() {return m_nShelf;}
protected:
std::shared_ptr<SerialNumber> m_poSerial;
int m_nShelf;
}
// stores std::shared_ptr but you could also use one of the shared containers from boost.
Chips pringles{ chipMap.at("standard pringles - sour cream") };
This way once you have a set of SerialNumbers for your products then the product behaviour does not change. The only change is the "configuration" which is encapsulated in the SerialNumber. Means that the Chips class doesn't need to change.
Anyway, somewhere someone needs to know how to build the class. Of course you could you template based injection as well but your code would need to inject the correct type.
One last idea. If SerialNumber ctor took a string (XML or JSON for example) then you could have your program read the configurations at runtime, after they have been defined by a manager type person. This would decouple the business needs from your code, and that would be a robust way to future-proof.
Oh... and I would recommend NOT using Hungarian notation. If you change the type of an object or parameter you also have to change the name. Worse you could forget to change them and other will make incorrect assumptions. Unless you are using vim/notepad to program with then the IDE will give you that info in a clearer manner.
#user1158692 - The party instantiating Chips only needs to know about SerialNumber in one of my proposed designs, and that proposed design stipulates that the SerialNumber class acts to configure the Chips class. In that case the person using Chips SHOULD know about SerialNumber because of their intimate relationship. The intimiate relationship between the classes is exactly the reason why it should be injected via constructor. Of course it is very very simple to change this to use a setter instead if necessary, but this is something I would discourage, due to the represented relationship.
I really doubt that it is absolutely necessary to create the instances of chips without knowing the serial number. I would imagine that this is an application issue rather than one that is required by the design of the class. Also, the class is not very usable without SerialNumber and if you did allow construction of the class without SerialNumber you would either need to use a default version (requiring Chips to know how to construct one of these or using a global reference!) or you would end up polluting the class with a lot of checking.
As for you complaint regarding the shared_ptr... how on earth to you propose that the ownership semantics and responsibilities are clarified? Perhaps raw pointers would be your solution but that is dangerous and unclear. The shared_ptr clearly lets designers know that they do not own the pointer and are not responsible for it.
I have a pretty simple question about the dynamic_cast operator. I know this is used for run time type identification, i.e., to know about the object type at run time. But from your programming experience, can you please give a real scenario where you had to use this operator? What were the difficulties without using it?
Toy example
Noah's ark shall function as a container for different types of animals. As the ark itself is not concerned about the difference between monkeys, penguins, and mosquitoes, you define a class Animal, derive the classes Monkey, Penguin, and Mosquito from it, and store each of them as an Animal in the ark.
Once the flood is over, Noah wants to distribute animals across earth to the places where they belong and hence needs additional knowledge about the generic animals stored in his ark. As one example, he can now try to dynamic_cast<> each animal to a Penguin in order to figure out which of the animals are penguins to be released in the Antarctic and which are not.
Real life example
We implemented an event monitoring framework, where an application would store runtime-generated events in a list. Event monitors would go through this list and examine those specific events they were interested in. Event types were OS-level things such as SYSCALL, FUNCTIONCALL, and INTERRUPT.
Here, we stored all our specific events in a generic list of Event instances. Monitors would then iterate over this list and dynamic_cast<> the events they saw to those types they were interested in. All others (those that raise an exception) are ignored.
Question: Why can't you have a separate list for each event type?
Answer: You can do this, but it makes extending the system with new events as well as new monitors (aggregating multiple event types) harder, because everyone needs to be aware of the respective lists to check for.
A typical use case is the visitor pattern:
struct Element
{
virtual ~Element() { }
void accept(Visitor & v)
{
v.visit(this);
}
};
struct Visitor
{
virtual void visit(Element * e) = 0;
virtual ~Visitor() { }
};
struct RedElement : Element { };
struct BlueElement : Element { };
struct FifthElement : Element { };
struct MyVisitor : Visitor
{
virtual void visit(Element * e)
{
if (RedElement * p = dynamic_cast<RedElement*>(e))
{
// do things specific to Red
}
else if (BlueElement * p = dynamic_cast<BlueElement*>(e))
{
// do things specific to Blue
}
else
{
// error: visitor doesn't know what to do with this element
}
}
};
Now if you have some Element & e;, you can make MyVisitor v; and say e.accept(v).
The key design feature is that if you modify your Element hierarchy, you only have to edit your visitors. The pattern is still fairly complex, and only recommended if you have a very stable class hierarchy of Elements.
Imagine this situation: You have a C++ program that reads and displays HTML. You have a base class HTMLElement which has a pure virtual method displayOnScreen. You also have a function called renderHTMLToBitmap, which draws the HTML to a bitmap. If each HTMLElement has a vector<HTMLElement*> children;, you can just pass the HTMLElement representing the element <html>. But what if a few of the subclasses need special treatment, like <link> for adding CSS. You need a way to know if an element is a LinkElement so you can give it to the CSS functions. To find that out, you'd use dynamic_cast.
The problem with dynamic_cast and polymorphism in general is that it's not terribly efficient. When you add vtables into the mix, it only get's worse.
When you add virtual functions to a base class, when they are called, you end up actually going through quite a few layers of function pointers and memory areas. That will never be more efficient than something like the ASM call instruction.
Edit: In response to Andrew's comment bellow, here's a new approach: Instead of dynamic casting to the specific element type (LinkElement), instead you have another abstract subclass of HTMLElement called ActionElement that overrides displayOnScreen with a function that displays nothing, and creates a new pure virtual function: virtual void doAction() const = 0. The dynamic_cast is changed to test for ActionElement and just calls doAction(). You'd have the same kind of subclass for GraphicalElement with a virtual method displayOnScreen().
Edit 2: Here's what a "rendering" method might look like:
void render(HTMLElement root) {
for(vector<HTLMElement*>::iterator i = root.children.begin(); i != root.children.end(); i++) {
if(dynamic_cast<ActionElement*>(*i) != NULL) //Is an ActionElement
{
ActionElement* ae = dynamic_cast<ActionElement*>(*i);
ae->doAction();
render(ae);
}
else if(dynamic_cast<GraphicalElement*>(*i) != NULL) //Is a GraphicalElement
{
GraphicalElement* ge = dynamic_cast<GraphicalElement*>(*i);
ge->displayToScreen();
render(ge);
}
else
{
//Error
}
}
}
Operator dynamic_cast solves the same problem as dynamic dispatch (virtual functions, visitor pattern, etc): it allows you to perform different actions based on the runtime type of an object.
However, you should always prefer dynamic dispatch, except perhaps when the number of dynamic_cast you'd need will never grow.
Eg. you should never do:
if (auto v = dynamic_cast<Dog*>(animal)) { ... }
else if (auto v = dynamic_cast<Cat*>(animal)) { ... }
...
for maintainability and performance reasons, but you can do eg.
for (MenuItem* item: items)
{
if (auto submenu = dynamic_cast<Submenu*>(item))
{
auto items = submenu->items();
draw(context, items, position); // Recursion
...
}
else
{
item->draw_icon();
item->setup_accelerator();
...
}
}
which I've found quite useful in this exact situation: you have one very particular subhierarchy that must be handled separately, this is where dynamic_cast shines. But real world examples are quite rare (the menu example is something I had to deal with).
dynamic_cast is not intended as an alternative to virtual functions.
dynamic_cast has a non-trivial performance overhead (or so I think) since the whole class hierarchy has to be walked through.
dynamic_cast is similar to the 'is' operator of C# and the QueryInterface of good old COM.
So far I have found one real use of dynamic_cast:
(*) You have multiple inheritance and to locate the target of the cast the compiler has to walk the class hierarchy up and down to locate the target (or down and up if you prefer). This means that the target of the cast is in a parallel branch in relation to where the source of the cast is in the hierarchy. I think there is NO other way to do such a cast.
In all other cases, you just use some base class virtual to tell you what type of object you have and ONLY THEN you dynamic_cast it to the target class so you can use some of it's non-virtual functionality. Ideally there should be no non-virtual functionality, but what the heck, we live in the real world.
Doing things like:
if (v = dynamic_cast(...)){} else if (v = dynamic_cast(...)){} else if ...
is a performance waste.
Casting should be avoided when possible, because it is basically saying to the compiler that you know better and it is usually a sign of some weaker design decission.
However, you might come in situations where the abstraction level was a bit too high for 1 or 2 sub-classes, where you have the choice to change your design or solve it by checking the subclass with dynamic_cast and handle it in a seperate branch. The trade-of is between adding extra time and risk now against extra maintenance issues later.
In most situations where you are writing code in which you know the type of the entity you're working with, you just use static_cast as it's more efficient.
Situations where you need dynamic cast typically arrive (in my experience) from lack of foresight in design - typically where the designer fails to provide an enumeration or id that allows you to determine the type later in the code.
For example, I've seen this situation in more than one project already:
You may use a factory where the internal logic decides which derived class the user wants rather than the user explicitly selecting one. That factory, in a perfect world, returns an enumeration which will help you identify the type of returned object, but if it doesn't you may need to test what type of object it gave you with a dynamic_cast.
Your follow-up question would obviously be: Why would you need to know the type of object that you're using in code using a factory?
In a perfect world, you wouldn't - the interface provided by the base class would be sufficient for managing all of the factories' returned objects to all required extents. People don't design perfectly though. For example, if your factory creates abstract connection objects, you may suddenly realize that you need to access the UseSSL flag on your socket connection object, but the factory base doesn't support that and it's not relevant to any of the other classes using the interface. So, maybe you would check to see if you're using that type of derived class in your logic, and cast/set the flag directly if you are.
It's ugly, but it's not a perfect world, and sometimes you don't have time to refactor an imperfect design fully in the real world under work pressure.
The dynamic_cast operator is very useful to me.
I especially use it with the Observer pattern for event management:
#include <vector>
#include <iostream>
using namespace std;
class Subject; class Observer; class Event;
class Event { public: virtual ~Event() {}; };
class Observer { public: virtual void onEvent(Subject& s, const Event& e) = 0; };
class Subject {
private:
vector<Observer*> m_obs;
public:
void attach(Observer& obs) { m_obs.push_back(& obs); }
public:
void notifyEvent(const Event& evt) {
for (vector<Observer*>::iterator it = m_obs.begin(); it != m_obs.end(); it++) {
if (Observer* const obs = *it) {
obs->onEvent(*this, evt);
}
}
}
};
// Define a model with events that contain data.
class MyModel : public Subject {
public:
class Evt1 : public Event { public: int a; string s; };
class Evt2 : public Event { public: float f; };
};
// Define a first service that processes both events with their data.
class MyService1 : public Observer {
public:
virtual void onEvent(Subject& s, const Event& e) {
if (const MyModel::Evt1* const e1 = dynamic_cast<const MyModel::Evt1*>(& e)) {
cout << "Service1 - event Evt1 received: a = " << e1->a << ", s = " << e1->s << endl;
}
if (const MyModel::Evt2* const e2 = dynamic_cast<const MyModel::Evt2*>(& e)) {
cout << "Service1 - event Evt2 received: f = " << e2->f << endl;
}
}
};
// Define a second service that only deals with the second event.
class MyService2 : public Observer {
public:
virtual void onEvent(Subject& s, const Event& e) {
// Nothing to do with Evt1 in Service2
if (const MyModel::Evt2* const e2 = dynamic_cast<const MyModel::Evt2*>(& e)) {
cout << "Service2 - event Evt2 received: f = " << e2->f << endl;
}
}
};
int main(void) {
MyModel m; MyService1 s1; MyService2 s2;
m.attach(s1); m.attach(s2);
MyModel::Evt1 e1; e1.a = 2; e1.s = "two"; m.notifyEvent(e1);
MyModel::Evt2 e2; e2.f = .2f; m.notifyEvent(e2);
}
Contract Programming and RTTI shows how you can use dynamic_cast to allow objects to advertise what interfaces they implement. We used it in my shop to replace a rather opaque metaobject system. Now we can clearly describe the functionality of objects, even if the objects are introduced by a new module several weeks/months after the platform was 'baked' (though of course the contracts need to have been decided on up front).
In Java, you can have a List of Objects. You can add objects of multiple types, then retrieve them, check their type, and perform the appropriate action for that type.
For example: (apologies if the code isn't exactly correct, I'm going from memory)
List<Object> list = new LinkedList<Object>();
list.add("Hello World!");
list.add(7);
list.add(true);
for (object o : list)
{
if (o instanceof int)
; // Do stuff if it's an int
else if (o instanceof String)
; // Do stuff if it's a string
else if (o instanceof boolean)
; // Do stuff if it's a boolean
}
What's the best way to replicate this behavior in C++?
boost::variant is similar to dirkgently's suggestion of boost::any, but supports the Visitor pattern, meaning it's easier to add type-specific code later. Also, it allocates values on the stack rather than using dynamic allocation, leading to slightly more efficient code.
EDIT: As litb points out in the comments, using variant instead of any means you can only hold values from one of a prespecified list of types. This is often a strength, though it might be a weakness in the asker's case.
Here is an example (not using the Visitor pattern though):
#include <vector>
#include <string>
#include <boost/variant.hpp>
using namespace std;
using namespace boost;
...
vector<variant<int, string, bool> > v;
for (int i = 0; i < v.size(); ++i) {
if (int* pi = get<int>(v[i])) {
// Do stuff with *pi
} else if (string* si = get<string>(v[i])) {
// Do stuff with *si
} else if (bool* bi = get<bool>(v[i])) {
// Do stuff with *bi
}
}
(And yes, you should technically use vector<T>::size_type instead of int for i's type, and you should technically use vector<T>::iterator instead anyway, but I'm trying to keep it simple.)
Your example using Boost.Variant and a visitor:
#include <string>
#include <list>
#include <boost/variant.hpp>
#include <boost/foreach.hpp>
using namespace std;
using namespace boost;
typedef variant<string, int, bool> object;
struct vis : public static_visitor<>
{
void operator() (string s) const { /* do string stuff */ }
void operator() (int i) const { /* do int stuff */ }
void operator() (bool b) const { /* do bool stuff */ }
};
int main()
{
list<object> List;
List.push_back("Hello World!");
List.push_back(7);
List.push_back(true);
BOOST_FOREACH (object& o, List) {
apply_visitor(vis(), o);
}
return 0;
}
One good thing about using this technique is that if, later on, you add another type to the variant and you forget to modify a visitor to include that type, it will not compile. You have to support every possible case. Whereas, if you use a switch or cascading if statements, it's easy to forget to make the change everywhere and introduce a bug.
C++ does not support heterogenous containers.
If you are not going to use boost the hack is to create a dummy class and have all the different classes derive from this dummy class. Create a container of your choice to hold dummy class objects and you are ready to go.
class Dummy {
virtual void whoami() = 0;
};
class Lizard : public Dummy {
virtual void whoami() { std::cout << "I'm a lizard!\n"; }
};
class Transporter : public Dummy {
virtual void whoami() { std::cout << "I'm Jason Statham!\n"; }
};
int main() {
std::list<Dummy*> hateList;
hateList.insert(new Transporter());
hateList.insert(new Lizard());
std::for_each(hateList.begin(), hateList.end(),
std::mem_fun(&Dummy::whoami));
// yes, I'm leaking memory, but that's besides the point
}
If you are going to use boost you can try boost::any. Here is an example of using boost::any.
You may find this excellent article by two leading C++ experts of interest.
Now, boost::variant is another thing to look out for as j_random_hacker mentioned. So, here's a comparison to get a fair idea of what to use.
With a boost::variant the code above would look something like this:
class Lizard {
void whoami() { std::cout << "I'm a lizard!\n"; }
};
class Transporter {
void whoami() { std::cout << "I'm Jason Statham!\n"; }
};
int main() {
std::vector< boost::variant<Lizard, Transporter> > hateList;
hateList.push_back(Lizard());
hateList.push_back(Transporter());
std::for_each(hateList.begin(), hateList.end(), std::mem_fun(&Dummy::whoami));
}
How often is that sort of thing actually useful? I've been programming in C++ for quite a few years, on different projects, and have never actually wanted a heterogenous container. It may be common in Java for some reason (I have much less Java experience), but for any given use of it in a Java project there might be a way to do something different that will work better in C++.
C++ has a heavier emphasis on type safety than Java, and this is very type-unsafe.
That said, if the objects have nothing in common, why are you storing them together?
If they do have things in common, you can make a class for them to inherit from; alternately, use boost::any. If they inherit, have virtual functions to call, or use dynamic_cast<> if you really have to.
I'd just like to point out that using dynamic type casting in order to branch based on type often hints at flaws in the architecture. Most times you can achieve the same effect using virtual functions:
class MyData
{
public:
// base classes of polymorphic types should have a virtual destructor
virtual ~MyData() {}
// hand off to protected implementation in derived classes
void DoSomething() { this->OnDoSomething(); }
protected:
// abstract, force implementation in derived classes
virtual void OnDoSomething() = 0;
};
class MyIntData : public MyData
{
protected:
// do something to int data
virtual void OnDoSomething() { ... }
private:
int data;
};
class MyComplexData : public MyData
{
protected:
// do something to Complex data
virtual void OnDoSomething() { ... }
private:
Complex data;
};
void main()
{
// alloc data objects
MyData* myData[ 2 ] =
{
new MyIntData()
, new MyComplexData()
};
// process data objects
for ( int i = 0; i < 2; ++i ) // for each data object
{
myData[ i ]->DoSomething(); // no type cast needed
}
// delete data objects
delete myData[0];
delete myData[1];
};
Sadly there is no easy way of doing this in C++. You have to create a base class yourself and derive all other classes from this class. Create a vector of base class pointers and then use dynamic_cast (which comes with its own runtime overhead) to find the actual type.
Just for completeness of this topic I want to mention that you can actually do this with pure C by using void* and then casting it into whatever it has to be (ok, my example isn't pure C since it uses vectors but that saves me some code). This will work if you know what type your objects are, or if you store a field somewhere which remembers that. You most certainly DON'T want to do this but here is an example to show that it's possible:
#include <iostream>
#include <vector>
using namespace std;
int main() {
int a = 4;
string str = "hello";
vector<void*> list;
list.push_back( (void*) &a );
list.push_back( (void*) &str );
cout << * (int*) list[0] << "\t" << * (string*) list[1] << endl;
return 0;
}
While you cannot store primitive types in containers, you can create primitive type wrapper classes which will be similar to Java's autoboxed primitive types (in your example the primitive typed literals are actually being autoboxed); instances of which appear in C++ code (and can (almost) be used) just like primitive variables/data members.
See Object Wrappers for the Built-In Types from Data Structures and Algorithms with Object-Oriented Design Patterns in C++.
With the wrapped object you can use the c++ typeid() operator to compare the type.
I am pretty sure the following comparison will work:
if (typeid(o) == typeid(Int)) [where Int would be the wrapped class for the int primitive type, etc...]
(otherwise simply add a function to your primitive wrappers that returns a typeid and thus:
if (o.get_typeid() == typeid(Int)) ...
That being said, with respect to your example, this has code smell to me.
Unless this is the only place where you are checking the type of the object,
I would be inclined to use polymorphism (especially if you have other methods/functions specific with respect to type). In this case I would use the primitive wrappers adding an interfaced class declaring the deferred method (for doing 'do stuff') that would be implemented by each of your wrapped primitive classes. With this you would be able to use your container iterator and eliminate your if statement (again, if you only have this one comparison of type, setting up the deferred method using polymorphism just for this would be overkill).
I am a fairly inexperienced, but here's what I'd go with-
Create a base class for all classes you need to manipulate.
Write container class/ reuse container class.
(Revised after seeing other answers -My previous point was too cryptic.)
Write similar code.
I am sure a much better solution is possible. I am also sure a better explanation is possible. I've learnt that I have some bad C++ programming habits, so I've tried to convey my idea without getting into code.
I hope this helps.
Beside the fact, as most have pointed out, you can't do that, or more importantly, more than likely, you really don't want to.
Let's dismiss your example, and consider something closer to a real-life example. Specifically, some code I saw in a real open-source project. It attempted to emulate a cpu in a character array. Hence it would put into the array a one byte "op code", followed by 0, 1 or 2 bytes which could be a character, an integer, or a pointer to a string, based on the op code. To handle that, it involved a lot of bit-fiddling.
My simple solution: 4 separate stacks<>s: One for the "opcode" enum and one each for chars, ints and string. Take the next off the opcode stack, and the would take you which of the other three to get the operand.
There's a very good chance your actual problem can be handled in a similar way.
Well, you could create a base class and then create classes which inherit from it. Then, store them in a std::vector.
The short answer is... you can't.
The long answer is... you'd have to define your own new heirarchy of objects that all inherit from a base object. In Java all objects ultimately descend from "Object", which is what allows you to do this.
RTTI (Run time type info) in C++ has always been tough, especially cross-compiler.
You're best option is to use STL and define an interface in order to determine the object type:
public class IThing
{
virtual bool isA(const char* typeName);
}
void myFunc()
{
std::vector<IThing> things;
// ...
things.add(new FrogThing());
things.add(new LizardThing());
// ...
for (int i = 0; i < things.length(); i++)
{
IThing* pThing = things[i];
if (pThing->isA("lizard"))
{
// do this
}
// etc
}
}
Mike