Friend function > validity range - c++

I am wondering what the validity range is for a friend function.
In my case I want to grant access to private members. But what if in another program there is also a function FF()?
h-file:
#ifndef LIB_FRIEND_H
#define LIB_FRIEND_H
class Lib_Friend{
friend int FF(Lib_Friend *vFF);
private:
int TestFF();
int Test;
public:
Lib_Friend();
};
#endif // LIB_FRIEND_H
c-file:
#include "lib_friend.h"
int FF(Lib_Friend *vFF){
vFF->Test = 1;
return vFF->Test;
}
Lib_Friend::Lib_Friend(){
}
int Lib_Friend::TestFF(){
return FF(this);
}
Prog:
#include <iostream>
#include "lib_friend.h"
int FF(Lib_Friend *vFF){
vFF->Test = 1;
std::cout << "TEST A = " << vFF->Test << "\0";
// This works...
return vFF->Test;
}
int main(){
Lib_Friend mLib_Friend;
std::cout << "TEST B = " << mLib_Friend.Test << "\0";
// This causes error...
FF(&mLib_Friend);
return 0;
}
The question is:
Does a friend function grant access only by its name, or are there other parameters too? I hope, I have properly shown, what I mean and you can understand it.
(BTW: I've tried that above and it works. I really have access on a private member only because I have in another programm a function named FF (in this example).)
The other question naturally is: Is this avoidable for a friend function?

If a program defines its own version of FF different from the one in your library, it's violating the One Definition Rule because it has two different definitions for the function int FF(class_A*). Therefore, it is not a well-formed C++ program.
Normally, this should result in a linker error. Even if it does not, the program will not have any defined behaviour, so for all intents and purposes, it is buggy. And buggy programs can do anything.

Related

Trying to change c++ code that was started in linux mint to windows with eclipse, getting stack error

I've began making a program in linux with c++ and I'm trying to make it work on windows. It compiles fine, but when run I get this error: "1 [main] Trails of Cold Steel Simulator 8748 cygwin_exception::open_stackdumpfile: Dumping stack trace to Trails of Cold Steel Simulator.exe.stackdump". In the stack trace this exception occurs: "Exception: STATUS_ACCESS_VIOLATION". Here's some code;
#include "Tachi.h"
#include "AutumnLeafCutter.h"
#include <iostream>
#include "Weapon.h"
#include "Armour.h"
#include "Shoes.h"
int main() {
int stats[12] = {15,110,10,4,2,1,2,4,4,3,7,1};
Tachi* Tachi1 = new Tachi(stats, "Tachi");
Tachi1->addEquipment(new PracticeSword());
Tachi1->addEquipment(new LeatherJacket());
Tachi1->addEquipment(new WorkBoots());
Tachi1->addMasterQuartz(new Forcelvl1());
std::string input;
std::cout << "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
while(input != "q") {
std::cout << "Your current stats are:" << std::endl;
std::cout << "\n";
std::cout << "HP EP STR DEF ATS ADF SPD DEX AGL MOV RNG" << std::endl;
for(int i = 0; i < 12; i += 1) {
std::cout << Tachi1->getBaseStats()[i] << " ";
}
std::cout << "\n\n";
std::cout << "Select a Craft by typing its name:" << std::endl;
std::cout << std::endl;
for(int i = 0; i < Tachi1->getCrafts().size(); i++) {
std::cout << Tachi1->getCrafts()[i]->getName() << std::endl;
}
std::cout << std::endl;
getline(std::cin, input);
if(Tachi1->findCraft(input) != NULL) {
Tachi1->useCraft(input);
} else {
std::cout << "You do not have this craft." << std::endl;
}
std::cout << "\n\n\n";
}
}
Im extremely sorry for any formatting, I've never posted here. The error comes from lines 14,15,16 and 18. When I replaced all the "new xxx()" with NULL and comment out the body of the function with them, the program works. It does this for both addEquipment() and addMasterQuartz(). This is the functions;
void Character::addEquipment(Equipment* e) {
equipment.push_back(e);
std::cin.get();
for(int i = 0; i < 12; i++) {
baseStats[i] += equipment[equipment.size()]->getStatsModifier()[i];
}
}
and
void Character::addMasterQuartz(MasterQuartz* mq) {
masterQuartz = mq;
for(int i = 0; i < 12; i++) {
baseStats[i] += masterQuartz->getStatsModifier()[i];
}
}
Im guessing its a problem with the baseStats[i] += xxx stuff as its the only thing that occurs in both, but I have no idea how to fix that. It could also occur when the stuff is made using new xxx().
I can provide whatever else is needed. Thanks!!!!
EDIT:
I kept testing and the problem seems to lie in the creating of the objects. It worked on linux. Here is one of the object codes, they are all similiar and all crash the program;
#include "Armour.h"
Armour::Armour(int* sm, std::string n):Equipment(sm, n) {}
LeatherJacket::LeatherJacket():Armour(stats, armourName) {}
with header file;
#ifndef ARMOUR_H
#define ARMOUR_H
#include "Equipment.h"
class Armour:public Equipment {
public:
Armour(int* sm, std::string n);
};
class LeatherJacket:public Armour {
int stats[12] = {0,0,0,5,0,0,0,0,0,0,0,0};
std::string armourName = "Leather Jacket";
public:
LeatherJacket();
};
#endif
As soon as I remembered I did this I tried compiling (I think) with -std=c++11, it didnt help.
This is your error
baseStats[i] += equipment[equipment.size()]->getStatsModifier()[i];
By definition this is an out of bounds access on your vector, if a vector has a certain size, then the valid indexes are 0 to size - 1, not 0 to size.
It's fairly obvious that you wanted to access the last item in the vector. You can do that like this
baseStats[i] += equipment[equipment.size() - 1]->getStatsModifier()[i];
but even clearer is to use the back method.
baseStats[i] += equipment.back()->getStatsModifier()[i];
Another way would be to use the e variable you've just pushed onto the vector.
baseStats[i] += e->getStatsModifier()[i];
Adding some detail to the problem spotted by Useless, this code is incorrect.
class LeatherJacket : public Armour {
int stats[12] = {0,0,0,5,0,0,0,0,0,0,0,0};
std::string armourName = "Leather Jacket";
public:
LeatherJacket();
};
LeatherJacket::LeatherJacket() : Armour(stats, armourName) {}
The problem is the order in which things happen. First the Armour constructor is called, then the stats and armourName variables are initialised. So the call to the Armour constructor is using uninitiialised variables and will likely crash.
Several solutions possible, the best is probably to use virtual functions.
Making a couple of assumptions about Equipment (which isn't specified the question) it seems you should do something like this.
// header file
class Equipment
{
public:
virtual ~Equipment() {}
virtual std::string getName() const = 0;
virtual const int* getStatsModifier() const = 0;
};
class Armour : public Equipment
{
};
class LeatherJacket : public Armour
{
static const int stats[12];
public:
virtual std::string getName() const { return "Leather Jacket"; }
virtual const int* getStatsModifier() const { return stats; }
};
// source file
const int LeatherJacket::stats[12] = {0,0,0,5,0,0,0,0,0,0,0,0};
This answer adds pure virtual functions to the base class Equipment (which has become an interface), and implements those functions in LeatherJacket. Because the functions are virtual the appropriate function will always be called and there no need to pass the information down to Equipment. Also since it seems to be per-class constant data, stats has been made static const. Until you get to C++17 static const arrays must be defined in a source file, not the header file, as shown above.
Firstly, I'm going to replace the int[12] arrays with a proper type. Partly so the magic number 12 isn't littered all over the code and hard to change later, and partly because it will behave better (ie, not decay to a pointer in some contexts). This needs C++11.
#include <array>
using Stats = std::array<int, 12>;
To me it looks like Armour should have stats and a name, initialized from the arguments passed to its constructor (which you currently ignore).
Like so:
class Armour: public Equipment {
public:
Stats m_stats;
std::string m_name;
Armour(Stats const& s, std::string const &n) : m_stats(s), m_name(n) {}
};
You were already passing those two arguments to the constructor - you just weren't doing anything with them. Now you are.
This means that when we later have leather, scale, chain and plate subclasses, I can have a pointer of type Armour* and not need to worry about which subclass I'm looking at: the stats are available right there in the base class.
I made the members public, which is generally bad style, to save space. It might not matter for your use. I named the members with the m_ prefix so they can't accidentally get confused with similarly-named non-members. It's broadly good style but not essential.
LeatherArmour doesn't need an additional copy per instance, it just needs one of each for the whole class - so they should be const static members.
class LeatherJacket: public Armour {
static const Stats stats {0,0,0,5,0,0,0,0,0,0,0,0};
static const std::string name{"Leather Jacket"};
public:
LeatherJacket() : Armour(stats, name) {}
};
I made the LeatherJacket-specific stat values static const by writing static const in front of them.
The static means that every LeatherJacket has the same base stats, so you don't need a copy per instance, just one copy for the whole class. It's const because the base stats for leather jackets never change over time. You still have the base class member Armour::m_stats which can change as your individual leather jacket gets damaged, repaired, buffed or whatever.
Again, the LeatherJacket constructor was already passing (the equivalent of) these members to the base class constructor, but now they already exist (see the link above about static storage duration). The original instance variables didn't exist when you used them, because the derived (LeatherJacket) object and its data members aren't really constructed until after the base class subobject.

Creating a class member that is automatically calculated from other class members?

I'm an absolute newbee when it comes to programming and I'm trying to teach myself the basics by just solving some easy "problems" in C++.
I have searched the web for an exact answer to my question before posting it here and haven't found one so far, however that may be because of (1).
So, what I'm looking for is a way to declare a class member that gets automatically calculated from other members of the same class, so that the calculated class member can be used just like an explicitly defined class member would. For example imagine a struct called creature that has the properties/members creature.numberofhands, creature.fingersperhand and finally the property creature.totalfingers that automatically gets calculated from the above members.
Heres an example of the closest I got to what I wanted to achieve:
#include <iostream>
typedef struct creature {
int numberofhands;
int fingersperhand;
int totalfingers();
} creature;
int creature::totalfingers()
{
return numberofhands * fingersperhand;
};
int main()
{
creature human;
human.numberofhands = 2;
human.fingersperhand = 5;
printf("%d",human.totalfingers());
return(0);
}
What's really annoying me about this, is that I have to treat the calculated one DIFFERENTLY from the explicitly defined ones, i.e. I have to put "()" after it.
How can I change the code, so I can use: human.totalfingers without ever explicitly defining it?
The simplest option would be to use public member functions and make the actual properties hidden.
Something like this:
class Creature {
public:
Creature(int numhands, int fingersperhand) // constructor
: m_numhands{numhands}, m_fingersperhand{fingersperhand}
{ }
int fingersPerHand() const { return m_fingersperhand; }
int numberOfHands() const { return m_numhands; }
int totalFingers() const { return numberOfHands() * fingersPerHand(); }
private:
const int m_numhands;
const int m_fingersperhand;
};
The private member variables are an implementation detail. Users of the class just use the three public member functions to get the different number of fingers after construction and don't need to care that two of them are returning constant stored numbers and the third returns a calculated value - that's irrelevant to users.
An example of use:
#include <iostream>
int main()
{
Creature human{2, 5};
std::cout << "A human has "
<< human.totalFingers() << " fingers. "
<< human.fingersPerHand() << " on each of their "
<< human.numberOfHands() << " hands.\n";
return 0;
}
If - as per your comment - you don't want to use a constructor (although that's the safest way to ensure you don't forget to initialize a member), you can modify the class like this:
class CreatureV2 {
public:
int fingersPerHand() const { return m_fingersperhand; }
int numberOfHands() const { return m_numhands; }
int totalFingers() const { return numberOfHands() * fingersPerHand(); }
void setFingersPerHand(int num) { m_fingersperhand = num; }
void setNumberOfHands(int num) { m_numhands = num; }
private:
// Note: these are no longer `const` and I've given them default
// values matching a human, so if you do nothing you'll get
// human hands.
int m_numhands = 2;
int m_fingersperhand = 5;
};
Example of use of the modified class:
#include <iostream>
int main()
{
CreatureV2 human;
std::cout << "A human has "
<< human.totalFingers() << " fingers. "
<< human.fingersPerHand() << " on each of their "
<< human.numberOfHands() << " hands.\n";
CreatureV2 monster;
monster.setFingersPerHand(7);
monster.setNumberOfHands(5);
std::cout << "A monster has "
<< monster.totalFingers() << " fingers. "
<< monster.fingersPerHand() << " on each of their "
<< monster.numberOfHands() << " hands.\n";
CreatureV2 freak;
freak.setFingersPerHand(9);
// Note: I forgot to specify the number of hands, so a freak get
// the default 2.
std::cout << "A freak has "
<< freak.totalFingers() << " fingers. "
<< freak.fingersPerHand() << " on each of their "
<< freak.numberOfHands() << " hands.\n";
return 0;
}
Note: all of the above assumes you are using a modern C++14 compiler.
What you have described is one of the reasons why encapsulation and "member variables should be private" is the recommended way of doing things in C++.
If every variable is accessed through a function, then everything is consistent, and refactoring from a member variable to a computation is possible.
Some languages, like C# or D, have the concept of "properties", which provide a way around the issue, but C++ does not have such a construct.
For fun, the proxy way to avoid extra parenthesis, (but with some extra costs):
class RefMul
{
public:
RefMul(int& a, int& b) : a(a), b(b) {}
operator int() const { return a * b; }
private:
int& a;
int& b;
};
struct creature {
int numberofhands;
int fingersperhand;
RefMul totalfingers{numberofhands, fingersperhand};
};
Demo
Note: to use RefMul with printf, you have to cast to int:
printf("%d", int(human.totalfingers));
That cast would not be required if you use c++ way to print:
std::cout << human.totalfingers;
If you're after consistency, you can make your changes the other way around. Replace the two member variables with constant methods which simply return copies of the member variables. That way, the way you access data is consistent and you don't have to worry about some code changing the values of the member variables when it shouldn't.
Others have provided very good answers. If you are looking for consistency, probably the easiest way is to make use of member functions (as #Jesper Juhl has answered).
On the other hand, if you strictly want to use class members that are calculated automatically from other members, you can use properties. Properties (as are defined in C# and Groovy) are not a standard feature of C++ but there are ways to implement them in C++. This SO question has a very good overview of the ways that properties can be defined and used in C++. My favorite way of defining properties is taking advantage of Microsoft-specific extension for properties in Visual C++ (obviously, this approach is specific to Microsoft Visual C++). A documentation of properties in Visual C++ can be found in MSDN. Using properties in Visual C++, your code can be modified to:
struct creature {
int numberofhands; // use of public member variables are generally discouraged
int fingersperhand;
__declspec(property(get = get_totalfingers)) // Microsoft-specific
int totalfingers;
private:
int fingers;
int get_totalfingers()
{
return numberofhands * fingersperhand; // This is where the automatic calculation takes place.
}
};
This class can be used like this:
#include <iostream>
int main()
{
creature martian;
martian.numberofhands = 2;
martian.fingersperhand = 4; // Marvin the Martian had 4!
// This line will print 8
std::cout << "Total fingers: " << martian.totalfingers << std::endl;
return 0;
}
As I said earlier, properties are not a standard feature of C++ but there are ways to get them in C++ which either rely on smart tricks or using compiler-specific features. IMHO, using simple functions (as #Jesper Juhl described) is a better alternative.

Do functions need to be declared anywhere else besides in the class and before the program?

I've been trying to convince myself that that objects of the same type have access to each others private data members. I wrote some code that I thought would help me better understand what is going on, but now I am getting an error from XCODE7 (just 1), that says that I am using the undeclared identifier "combination."
If someone could help me understand where I have gone awry with my code, I would love to learn.
My code should simply print false, if running correctly.
#include <iostream>
using std::cout;
using std::endl;
class Shared {
public:
bool combination(Shared& a, Shared& b);
private:
int useless{ 0 };
int limitless{ 1 };
};
bool Shared::combination(Shared& a,Shared& b){
return (a.useless > b.limitless);
}
int main() {
Shared sharedObj1;
Shared sharedObj2;
cout << combination(sharedObj1, sharedObj2) << endl;
return 0;
}
combination is a member function of the class Shared. Therefore, it can only be called on an instance of Shared. When you are calling combination, you are not specifying which object you are calling it one:
cout << combination(sharedObj1, sharedObj2) << endl;
^^^
Instance?
The compiler complains because it thinks you want to call a function called combination, but there is none.
So, you'll have to specify an instance:
cout << sharedObj1.combination(sharedObj1, sharedObj2) << endl;
In this case however, it doesn't matter on which instance it is being called on, so you should make combination static, so you can do
cout << Shared::combination(sharedObj1, sharedObj2) << endl;

C++ geting error while using function inside class

I can't figure out why I get this error: "the function was not declared". I am still a newbie at programming, but I am trying my best to learn it!
so here is my code, I would be realy greatful if you could help me:
main:
#include <iostream>
#include <vector>
#include "szovegkezelo.h"
using namespace std;
int main()
{
string sz;
beolvas(sz);
kiir(sz);
return 0;
}
header:
#ifndef SZOVEGKEZELO_H_INCLUDED
#define SZOVEGKEZELO_H_INCLUDED
#include <iostream>
using namespace std;
class szovegkezelo {
protected:
string sz;
public:szovegkezelo
void beolvas(string &sz);
void kiir(string t);
};
#endif // SZOVEGKEZELO_H_INCLUDED
cpp:
#include "szovegkezelo.h"
#include <iostream>
void szovegkezelo::beolvas(string &sz)
{
getline(cin, sz);
}
void szovegkezelo::kiir(string t)
{
cout << "a beadott szoveg: " << t << endl;
cout << "a string hossza: " << t.size() << endl;
}
From what it looks like, you are trying to call a classes function (method) called 'beolvas' from 'main' but because it belongs to a class, you can't call it like that, you need to create an instance of that class and call the method on that instance, or make the function static and call it from the class.
Your first option is to create an instance of the class and then call the methods on the class like so:
int main()
{
string sz;
szovegkezelo szov;
szov.beolvas(sz);
svoz.kiir(sz);
return 0;
}
Your second option is to make the functions in your class static, this way they will not need an instance of the class to be called:
int main()
{
string sz;
szov::beolvas(sz);
svoz::kiir(sz);
return 0;
}
static void szovegkezelo::beolvas(string &sz)
{
getline(cin, sz);
}
static void szovegkezelo::kiir(string t)
{
cout << "a beadott szoveg: " << t << endl;
cout << "a string hossza: " << t.size() << endl;
}
Been a while since I've done anything static in c++ so please correct me if I've done something wrong in the second option.
Your two or more data types... error comes from a misuse of...something...after that public access specifier.
Change this:
public:szovegkezelo
to this:
public:
If you're trying to make a constructor, it needs to be declared like any other function, minus the return type.
Your other error occurs because this function was declared improperly.
Other than that, you need to create an object before you can call the class's functions. Each object has it's own set of variables that the functions work on. I would seriously recommend reading a good beginner C++ OOP book.
Somewhere in main, you need to create an object:
szovegkezelo myObject;
Then, use it to call functions:
myObject.kiir (sz);
Finally, note that your data members should typically be declared with the private access specifier. protected has nothing to do with normal classes that are not inherited from.
couple of things :
1) In main you have not instantiated an object of szovegkezelo and you are trying to call beolvas . Compiler is looking for a free function beolvas whereas you have declared beolvas as member function
2) public:szovegkezelo is not right if you are looking for a default constrcutor that does nothing don't have that line else if you need to do something specific with default construct declare it as szovegkezelo() in header.
3) as mentioned in comments it is not a good practice to put
using namespace std in header files or any using namespace

IF Statement has strange behavior

I've developed a 'custom' cout, so that I can display text to console and also print it to a log file. This cout class is passed a different integer on initialization, with the integer representing the verbosity level of the message. If the current verbosity level is greater then or equal to the verbosity level of the message, the message should print.
The problem is, I have messages printing even when the current verbosity level is too low. I went ahead and debugged it, expecting to find the problem. Instead, I found multiple scenarios where my if statements are not working as expected.
The statement if(ilralevel_passed <= ilralevel_set) will sometimes proceed even if ilralevel_set is LESS then ilralevel_passed. You can see this behavior in the following picture (my apologizes for using Twitpic) http://twitpic.com/1xtx4g/full. Notice how ilralevel_set is equal to zero, and ilralevel_passed is equal to one. Yet, the if statement has returned true and is now moving forward to pass the line to cout.
I've never seen this type of behavior before and I'm not exactly sure how to proceed debugging it. I'm not able to isolate the behavior either -- it only occurs in certain parts of my program. Any suggestions are appreciated as always.
// Here is an example use of the function:
// ilra_status << setfill('0') << setw(2) << dispatchtime.tm_sec << endl;
// ilra_warning << "Dispatch time (seconds): " << mktime(&dispatchtime) << endl;
// Here is the 'custom' cout function:
#ifndef ILRA_H_
#define ILRA_H_
// System libraries
#include <iostream>
#include <ostream>
#include <sstream>
#include <iomanip>
// Definitions
#define ilra_talk ilra(__FUNCTION__,0)
#define ilra_update ilra(__FUNCTION__,0)
#define ilra_error ilra(__FUNCTION__,1)
#define ilra_warning ilra(__FUNCTION__,2)
#define ilra_status ilra(__FUNCTION__,3)
// Statics
static int ilralevel_set = 0;
static int ilralevel_passed;
// Classes
class ilra
{
public:
// constructor / destructor
ilra(const std::string &funcName, int toset)
{
ilralevel_passed = toset;
}
~ilra(){};
// enable / disable irla functions
static void ilra_verbose_level(int toset){
ilralevel_set = toset;
}
// output
template <class T>
ilra &operator<<(const T &v)
{
if(ilralevel_passed <= ilralevel_set)
std::cout << v;
return *this;
}
ilra &operator<<(std::ostream&(*f)(std::ostream&))
{
if(ilralevel_passed <= ilralevel_set)
std::cout << *f;
return *this;
}
}; // end of the class
#endif /* ILRA_H_ */
When you define a static variable outside a class, you're defining a separate variable for each source file into which you include the header -- changing the value in one doesn't affect the value of the variable with the same name in another file.
What you almost certainly want is to have
int ilralevel_set = 0;
int ilralevel_passed;
In one file where you're defining your object, and:
extern int ilralevel_set;
extern int ilralevel_passed;
in the header. Alternatively, it looks like you could move it all inside the class:
class ilra {
int passed_level;
int set_level;
public:
ilra(int toset) : passed_level(toset), set_level(0) {}
verbose_level(int toset) { set_level = toset; }
// ...
};
You should not be defining static variables in a header file like this:
static int ilralevel_set = 0;
static int ilralevel_passed;
I don't know what you think those definitions do, but they probably don't do what you want.
To declare in the class:
struct A {
static int ilralevel;
};
You then need to define in one .cpp source file:
int A::ilralevel = 0;
Just a guess .. you're getting different copies of your static globals in different compilation units. fx, route.cpp has it's own copy of ilralevel_passed and ilralevel_set, plus an inlined copy of irla::operator<<. Move ilralevel_passed to a member variable of irla, and ilralevel_set to a static const, and see if that helps.