Uninitialized std::complex constructor when using 'new' - c++

In profiling my program I realized that 10% of the code is spent in a stupid std::complex<double>() constructor, using new std::complex<double>[size_of_array].
I have searched through the web and the default constructor for std::complex seems to take as real and imaginary parts the values double(). Since C++ does not initialize double numbers, I wonder why g++ bothers to initialize std::complex with zeros, and whether I could work around this through the whole program in some way (*)
(*) right now I have to special case the functions that create arrays of complex numbers to allocate uninitialized arrays of doubles and recast them as complex.
Edit: as pointed below, it was an oversight on my side. The default constructor has empty constructors for the real and imaginary part (http://en.cppreference.com/w/cpp/numeric/complex/complex)
complex( const T& re = T(), const T& im = T() );
but the specification then introduces special cases for double
complex(double re = 0.0, double im = 0.0);
It is this special case that introduces all the overhead, as it bypasses the actual default constructor of 'double' which does nothing (same as for int, long, float, etc).

I wonder why g++ bothers to initialize std::complex with zeros
Because the standard says it must do so, the default constructor is declared as:
constexpr complex(double re = 0.0, double im = 0.0);
so it sets both the members to zero.
It is normal for the standard library to safely initialize types, rather than leaving them uninitialized as you get with built-in types such as double and int*, for instance std::vector<double> zero-initializes its elements too if you resize it so that new elements get added. You can control this for vector by not adding elements to the vector until you know what values you want them to have.
One possible workaround for complex is to use a type that doesn't do the initialization:
struct D
{
D() noexcept { }; // does not initialize val!
D(double d) noexcept : val(d) { }
operator double() const noexcept { return val; }
D& operator=(double d) noexcept { val = d; return *this; }
double val;
};
Now if you use std::complex<D> the default constructor does nothing. Add explicit to the converting constructor and/or the conversion operator to suit your taste.

There is an easy way of doing it. If you "reserve" the memory with a std::vector its much faster because it doesn't call the constructor on each element.
ie this:
std::vector< std::complex< double > > vec;
vec.reserve( 256 );
for( int i = 0; i < 256; i++ )
{
vec.push_back( std::complex< double >( 1, 1 ) );
}
will be significantly faster than this:
std::complex< double >* arr = new std::complex< double >[256];
for( int i = 0; i < 256; i++ )
{
arr[i]( std::complex< double >( 1, 1 ) );
}
delete[] arr;
because the constructor is only called once in the first example.
It has the added advantage that you have RAII on your side and 'vec' will automatically be released when its out of scope.

The following is from code I am developing.
Added later: As M.M. noted in the comments, the behavior is technically undefined. Now I see that if some sleazy weasel were to change the implementation of std::complex so that it could not be trivially constructed / destructed, this would come a cropper. See also the example at http://en.cppreference.com/w/cpp/types/aligned_storage.
#include <complex>
#include <type_traits>
typedef std::complex<double> complex;
// Static array of complex that does not initialize
// with zeros (or anything).
template<unsigned N>
struct carray {
typedef
std::aligned_storage<sizeof(complex), alignof(complex)>::type raw;
raw val[N];
complex& operator[] (unsigned idx) {
return reinterpret_cast<complex&> (val[idx]);
}
complex* begin() { return &operator[](0); }
complex* end() { return &operator[](N); }
};

Related

Compiler can't "convert" between Vector_const_iterator and Vector_iterator, even though methods for both are available

I'm trying to create a small wrapper class around a std::vector to represent the coefficients of a polynomial. The caller needs to be able to iterate through the coefficients, but I don't want to expose the underlying implementation.
Using the pattern described here, here, and elsewhere, I've tried to pass along the iterators as below:
typedef std::vector<unsigned char> charVec;
class gf255_poly
{
public:
// Constructors and Polynomial-y Functions
// ...
// Iterators to go from high to low degree
charVec::const_reverse_iterator h2l_begin() const { return p.rbegin(); };
charVec::const_reverse_iterator h2l_end() const { return p.rend(); };
charVec::reverse_iterator h2l_begin() { return p.rbegin(); };
charVec::reverse_iterator h2l_end() { return p.rend(); };
// Iterators to go from low to high degree
charVec::const_iterator l2h_begin() const { return p.begin(); };
charVec::const_iterator l2h_end() const { return p.end(); };
charVec::iterator l2h_begin() { return p.begin(); };
charVec::iterator l2h_end() { return p.end(); };
protected:
std::vector<unsigned char> p;
};
These gf255_poly objects then get used in methods such as this one:
// Performs polynomial evaluation in GF(2^8)
unsigned char gf255_poly_eval(const gf255_poly &poly, unsigned char x) const
{
unsigned char fx = poly.coefHigh(); // Initialize with coef of highest degree term
// Use Horner's method with consecutively factored terms:
// x^3 + 2x^2 + 3x + 4 -> (((1x + 2)x + 3)x + 4)
charVec::reverse_iterator next_coef;
for (next_coef = poly.h2l_begin(); next_coef != poly.h2l_end(); next_coef++)
fx = gf255_mul(fx, x) ^ *next_coef; // Recall ^ is addition in GF 2^8
return fx;
}
Simple though that seems, there's something going wrong with the types. Visual Studio gives me this error on the line with the for loop, which I can't seem to puzzle out:
error C2664: 'std::_Revranit<_RanIt,_Base>::_Revranit(_RanIt)' : cannot convert parameter 1 from 'std::_Vector_const_iterator<_Ty,_Alloc>' to 'std::_Vector_iterator<_Ty,_Alloc>'
I don't understand this message - I've provided methods that return both iterators and const_iterators. Why can't the compiler choose between them?
Implicit in this question is whether this is a good strategy for hiding the details from the caller at all (since they still have to deal with these std::vector types), and I would appreciate answers that also address this.
charVec::reverse_iterator next_coef = poly.h2l_begin();
next_coef is a reverse_iterator. What does h2l_begin() return?
Well, poly is a:
const gf255_poly &poly
a const gf255_poly. So let us look at the overrides of h2l_begin():
charVec::const_reverse_iterator h2l_begin() const { return p.rbegin(); };
charVec::reverse_iterator h2l_begin() { return p.rbegin(); };
There are two overloads. Only one is valid, because poly is const, and that is this one:
charVec::const_reverse_iterator h2l_begin() const { return p.rbegin(); };
so poly.h2l_begin() returns a charVec::const_reverse_iterator.
charVec::const_reverse_iterator cannot be converted to charVec::reverse_iterator, because charVec::const_reverse_iterator allows you to modify the thing being iterated over, while charVec::reverse_iterator does not.
In short, because poly is const, you have promised not to modify it. And then you iterated it over it using types that could modify it. So you get a type error.
Second, and as an aside, note that the compiler never chooses between functions based on return type (except arguably the conversion operator T()). If you had a non-const poly stored it in a const_reverse_iterator, you'd still call the reverse_iterator h2l_begin(). The reverse_iterator would just convert to a const_reverse_iterator.
First thing to do is to upgrade to C++11. This is 2016.
Second, I'd write a range_t<Iterator> which stores a range of iterators and exposes begin and end and conditionally (based on random-access-ness of Iterator operator[], size, etc. Also remove_front(size_t) and front() and empty and ...
Then I'd write array_view<T>:range_it<T*> which represents a range of contiguous Ts, with implicit ctors from containers with a T* C::data() method, raw C-arrays, and T*, size_t.
Finally, I'd write backwards_t and backwards function, which takes a range_t<Iterator> and returns a range_t< reverse_iterator< Iterator > >.
Now my gf255_poly has these:
backwards_t< array_view< unsigned char > > h2l();
backwards_t< array_view< unsigned char const > > h2l() const;
array_view< unsigned char > l2h();
array_view< unsigned char const > l2h() const;
We can expose typedefs for the iterators if we choose (and in C++03 we have little choice).
In C++11 it looks like:
for (auto&& next_coef = poly.h2l())
fx = gf255_mul(fx, x) ^ next_coef; // Recall ^ is addition in GF 2^8
which is nice.
poly is a const object, so h2l_begin() will return a const_reverse_iterator. You've declared next_coef as a reverse_iterator, and you can't assign a const iterator to an iterator. Either change next_coef to be a const_reverse_iterator, or declare it in the for loop with auto.
for (auto next_coef = poly.h2l_begin(); next_coef != poly.h2l_end(); ++next_coef)
Change this:
charVec::reverse_iterator next_coef;
to this:
charVec::const_reverse_iterator next_coef;
You see: poly is a const reference to a gf255_poly object, meaning the request for poly.h2l_begin(); will prefer the const qualified version of that function during overload resolution.
Better still, use auto
for (auto next_coef = poly.h2l_begin(); next_coef != poly.h2l_end(); next_coef++)
fx = gf255_mul(fx, x) ^ *next_coef; // Recall ^ is addition in GF 2^8
If you must still keep the iterator outside the for loop initializer, you can move the intitialization outside:
auto next_coef = poly.h2l_begin()
for (; next_coef != poly.h2l_end(); next_coef++)
fx = gf255_mul(fx, x) ^ *next_coef; // Recall ^ is addition in GF 2^8

Rules for returning fake object reference in C++

I would like to iterate through a pre-allocated float array with a custom container that does not owns the data, but acts on a segment of it. Example, naming the container class LinhaSobre:
std::unique_ptr<float[]> data(new float[720]);
...
//creates container to iterate 26 floats starting from from data[12]
LinhaSobre cont(data.get()+12, 26);
//sets those elements to 1.5
for(size_t i = 0; i < cont.size(); i++)
cont[i] = 1.5f;
Here's a possible implementation of the operator[] :
//...
//LinhaSobre has a member mem0 which is initialized
//as a pointer to where the interval starts
float & LinhaSobre::operator[] (size_t i)
{
return *(mem0+i);
}
Notice that I'm returning a reference from LinhaSobre::operator[] to data that it does not owns. It should not interfere with the data's lifetime (constructors, destructors).
Now I want to expose the stored data by another pattern, std::array<float,4>, and not pure float. Example, naming the new class LinhaSobre4f:
std::unique_ptr<float[]> data(new float[720]);
...
//creates container to iterate 4 array<float, 4> starting from from data[12]
LinhaSobre4f l(data.get()+(3*4), 4);
//sets those elements to {1.5f, 2.5f, 3.5f, 4.5f};
for(size_t i = 0; i < l.size(); i++)
l[i] = { {1.5f, 2.5f, 3.5f, 4.5f} };
Notice that I treat the items as an array.
This would lead to some changes in the container class, my main concern is with the operator[], here's the full class code:
struct LinhaSobre4f
{
LinhaSobre4f(float * pos_begin, size_t size_):
pos0(pos_begin),
size_(size_){}
std::array<float, 4> & operator[](size_t i)const
{
std::array<float,4> * r =
reinterpret_cast<std::array<float,4>*> (pos0+(4*i));
return *r;
}
size_t size()const
{
return size_;
}
private:
float * pos0;
size_t size_;
};
The operator[] returns a reference to a block of memory treated as an std::array<float,4> that never really existed as such, but given the std::array memory layout guaranties, it works. I'm dubious about this, is it OK? (aside from memory alignment, which I'll guarantee). Am I allowed to expose an object like this, semantically? What is the correct term for this? (I've used fake object in the title).
Here's a live demo of the example. Here's another (the other link sometimes fails)
The C++ standard (I'm reading C++11) defines a std::array as follows:
The conditions for an aggregate (8.5.1) shall be met.
You are not guaranteed that a std::array is a POD. The C++ standard guarantees only that it's a class aggregate.
Based on that, I believe that your usage of reinterpret_cast to convert a POD array of floats to a std::array is undefined behavior.
Chances are that it'll work, with your compiler, but you are not guaranteed that this will be portable, or legal.
You might create a plain old reference_type:
struct LinhaSobre4f {
struct Ref {
Ref(float *m): m(m){};
Ref &operator=(std::initializer_list<float> const &l) {
std::copy(l.begin(), l.end(), m);
return *this;
}
private:
float *m;
};
Ref operator[](size_t i) { return m + 4 * i; }
private:
float *m;
};
Adding on Sam Varshavchik's answer, you may be interested in the span type (formerly known as array_view).
The span type is an abstraction that provides a view over a contiguous sequence of objects, the storage of which is owned by some other object (more details in P0122R1, CppCoreGuidelines and Guidelines Support Library Review: span<T>).
Conceptually, a span is simply a pointer to some storage and a count of the elements accessible via that pointer. It's so small that it can be passed by value.
An open source (header only), reference implementation is available at https://github.com/Microsoft/GSL (the implementation generally assumes a platform that implements C++14 support. There are specific workarounds to support MSVC 2013 and 2015).

dynamic arrays and operator overloading cause memory crash

To illustrate my problem I minimalize my source:
#include <iostream>
class vec{
public:
float* X;
int DIM;
vec(int dimension)
{
DIM = dimension;
X = new float[dimension];
for (int i=0;i<DIM;i++)
X[i] = (float) rand()/RAND_MAX;
}
~vec(void){
delete [] X;
}
vec operator-( vec const& rhs )
{
vec ans(DIM);
for (int i=0;i<DIM;i++)
ans.X[i] = X[i] - rhs.X[i];
return ans;
}
};
int main(){
vec A(5),B(5),C(5);
C= A-B;
return 0;
}
When I execute this program I get an error that a heap was destroyed. I am pretty sure that the destructor is my problem. In the line with C= A-B; the variable ans will be destroyed by the constructor and cannot be returned. Is that right?
If I delete the line delete [] X; everything is ok. But it won't free up the memory.
I did my homework and consult one of the most famous search engine for this problem but didn't find any answer. How can I fix it?
C = A-B calls the default copy-assignment operator (as you haven't defined one). Therefore two different objects will point to the same dynamically-allocated array.
You need to read up on the Rule of Three (in a nutshell: if you define any of the destructor, the copy constructor or the copy-assignment operator, you probably need to define them all).
But preferably, you should avoid using raw arrays entirely; use a container type that manages its own memory.

How to sort vector of pointer-to-struct

I'm trying to sort a concurrent_vector type, where hits_object is:
struct hits_object{
unsigned long int hash;
int position;
};
Here is the code I'm using:
concurrent_vector<hits_object*> hits;
for(i=0;...){
hits_object *obj=(hits_object*)malloc(sizeof(hits_object));
obj->position=i;
obj->hash=_prevHash[tid];
hits[i]=obj;
}
Now I have filled up a concurrent_vector<hits_object*> called hits.
But I want to sort this concurrent_vector on position property!!!
Here is an example of what's inside a typical hits object:
0 1106579628979812621
4237 1978650773053442200
512 3993899825106178560
4749 739461489314544830
1024 1629056397321528633
5261 593672691728388007
1536 5320457688954994196
5773 9017584181485751685
2048 4321435111178287982
6285 7119721556722067586
2560 7464213275487369093
6797 5363778283295017380
3072 255404511111217936
7309 5944699400741478979
3584 1069999863423687408
7821 3050974832468442286
4096 5230358938835592022
8333 5235649807131532071
I want to sort this based on the first column ("position" of type int). The second column is "hash" of type unsigned long int.
Now I've tried to do the following:
std::sort(hits.begin(),hits.end(),compareByPosition);
where compareByPosition is defined as:
int compareByPosition(const void *elem1,const void *elem2 )
{
return ((hits_object*)elem1)->position > ((hits_object*)elem2)->position? 1 : -1;
}
but I keep getting segmentation faults when I put in the line std::sort(hits.begin(),hits.end(),compareByPosition);
Please help!
Your compare function needs to return a boolean 0 or 1, not an integer 1 or -1, and it should have a strongly-typed signature:
bool compareByPosition(const hits_object *elem1, const hits_object *elem2 )
{
return elem1->position < elem2->position;
}
The error you were seeing are due to std::sort interpreting everything non-zero returned from the comp function as true, meaning that the left-hand side is less than the right-hand side.
NOTE : This answer has been heavily edited as the result of conversations with sbi and Mike Seymour.
int (*)(void*, void*) is the comparator for C qsort() function. In C++ std::sort() the prototype to the comparator is:
bool cmp(const hits_object* lhs, const hits_object* rhs)
{
return lhs->position < rhs->position;
}
std::sort(hits.begin(), hits.end(), &cmp);
On the other hand, you can use std::pair struct, which by default compares its first fields:
typedef std::pair<int position, unsigned long int hash> hits_object;
// ...
std::sort(hits.begin(), hits.end());
Without knowing what concurrent_vector is, I can't be sure what's causing the segmentation fault. Assuming it's similar to std::vector, you need to populate it with hits.push_back(obj) rather than hits[i] = j; you cannot use [] to access elements beyond the end of a vector, or to access an empty vector at all.
The comparison function should be equivalent to a < b, returning a boolean value; it's not a C-style comparison function returning negative, positive, or zero. Also, since sort is a template, there's no need for C-style void * arguments; everything is strongly typed:
bool compareByPosition(hits_object const * elem1, hits_object const * elem2) {
return elem1->position < elem2->position;
}
Also, you usually don't want to use new (and certainly never malloc) to create objects to store in a vector; the simplest and safest container would be vector<hits_object> (and a comparator that takes references, rather than pointers, as arguments). If you really must store pointers (because the objects are expensive to copy and not movable, or because you need polymorphism - neither of which apply to your example), either use smart pointers such as std::unique_ptr, or make sure you delete them once you're done with them.
The third argument you pass to std::sort() must have a signature similar to, and the semantics of, operator<():
bool is_smaller_position(const hits_object* lhs, const hits_object* rhs)
{
return lhs->position < rhs->position;
}
When you store pointers in a vector, you cannot overload operator<(), because smaller-than is fixed for all built-in types.
On a sidenote: Do not use malloc() in C++, use new instead. Also, I wonder why you are not using objects, rather than pointers. Finally, if concurrent_vector is anything like std::vector, you need to explicitly make it expand to accommodate new objects. This is what your code would then look like:
concurrent_vector<hits_object*> hits;
for(i=0;...){
hits_object obj;
obj.position=i;
obj.hash=_prevHash[tid];
hits.push_back(obj);
}
This doesn't look right:
for(i=0;...){
hits_object *obj=(hits_object*)malloc(sizeof(hits_object));
obj->position=i;
obj->hash=_prevHash[tid];
hits[i]=obj;
}
here you already are sorting the array based on 'i' because you set position to i as well as it becomes the index of hits!
also why using malloc, you should use new(/delete) instead. You could then create a simple constructor for the structure to initialize the hits_object
e.g.
struct hits_object
{
int position;
unsigned int hash;
hits_object( int p, unsigned int h ) : position(p), hash(h) {;}
};
then later write instead
hits_object* obj = new hits_object( i, _prevHash[tid] );
or even
hits.push_back( new hits_object( i, _prevHash[tid] ) );
Finally, your compare function should use the same data type as vector for its arguments
bool cmp( hits_object* p1, hits_object* p2 )
{
return p1->position < p2->position;
}
You can add a Lambda instead of a function to std::sort.
struct test
{
int x;
};
std::vector<test> tests;
std::sort(tests.begin(), tests.end(),
[](const test* a, const test* b)
{
return a->x < b->x;
});

C++ member variable aliases?

I'm pretty sure this is possible, because I'm pretty sure I've seen it done. I think it is awesome, but I will gladly accept answers along the lines of "this is a terrible idea because ____".
Say we have a basic struct.
struct vertex
{
float x, y, z;
};
Now, I want to implement aliases on these variables.
vertex pos;
vertex col;
vertex arr;
pos.x = 0.0f; pos.y = 0.5f; pos.z = 1.0f;
col.r = 0.0f; col.g = 0.5f; col.b = 1.0f;
arr[0] = 0.0f; arr[1] = 0.5f; arr[2] = 1.0f;
Ideally the third syntax would be indistinguishable from an array. That is, if I sent arr as a reference parameter to a function expecting an array of floats into which it will store data (eg many of the OpenGL glGet functions), it would work fine.
What do you think? Possible? Possible but stupid?
What I would do is make accessors:
struct Vertex {
float& r() { return values[0]; }
float& g() { return values[1]; }
float& b() { return values[2]; }
float& x() { return values[0]; }
float& y() { return values[1]; }
float& z() { return values[2]; }
float operator [] (unsigned i) const { return this->values_[i]; }
float& operator [] (unsigned i) { return this->values_[i]; }
operator float*() const { return this->values_; }
private:
float[3] values_;
}
Nameless nested structs in a union are not standard C++. This, however, should work:
struct Vertex
{
private:
typedef float Vertex::* const vert[3];
static const vert v;
public:
typedef size_t size_type;
float x, y, z;
const float& operator[](size_type i) const {
return this->*v[i];
}
float& operator[](size_type i) {
return this->*v[i];
}
};
const Vertex::vert Vertex::v = {&Vertex::x, &Vertex::y, &Vertex::z};
EDIT: A little more information. The struct uses an array of 3 pointer-to-data-members to access the data in the overloaded [] operators.
The line "typedef float Vertex::* const vert" means that vert is a pointer to a float member of the Vertex struct. The [3] means that it's an array of 3 of these. In the overloaded operator[], this array is indexed and the pointer-to-data-member is dereferenced and the value returned.
Additionally, this method should work regardless of packing issues - the compiler is free to pad the Vertex structure however it likes and it'll still work just fine. An anonymous union will run into problems if the floats are packed differently.
Use a union?
union vertex
{
struct { float x, y, z; };
struct { float r, g, b; };
float arr[3];
};
I wouldn't recommend it - it will lead to confusion.
Added:
As noted by Adrian in his answer, this union with anonymous struct members is not supported by ISO C++. It works in GNU G++ (with complaints about not being supported when you turn on '-Wall -ansi -pedantic'). It is reminiscent of the pre-pre-standard C days (pre-K&R 1st Edn), when structure element names had to be unique across all structures, and you could use contracted notations to get to an offset within the structure, and you could use member names from other structure types - a form of anarchy. By the time I started using C (a long time ago, but post-K&R1), that was already historical usage.
The notation shown with anonymous union members (for the two structures) is supported by C11 (ISO/IEC 9899:2011), but not by earlier versions of the C standard. Section 9.5 of ISO/IEC 14882:2011 (C++11) provides for anonymous unions, but GNU g++ (4.9.1) does not accept the code shown with -pedantic, identifying "warning: ISO C++ prohibits anonymous structs [-Wpedantic]".
Since the idea will lead to confusion, I'm not particularly concerned that it isn't standard; I would not use the mechanism for this task (and I'd be leery of using anonymous structures in a union even if it was beneficial).
A concern was raised:
The three (x-y-z, r-g-b and the array) do not necessarily align.
It is a union with three elements; the three elements start at the same address. The first two are structures containing 3 float values. There's no inheritance and there are no virtual functions to give different layouts, etc. The structures will be laid out with the three elements contiguous (in practice, even if the standard permits padding). The array also starts at the same address, and subject to 'no padding' in the structures, the elements overlap the two structures. I really don't see that there would be a problem.
References?
template<typename T>
struct vertex {
vertex() :
r(data[0]), g(data[1]), b(data[2]),
x(data[0]), y(data[1]), z(data[2])
{
}
T *operator *() {
return data;
}
const T *operator *() const {
return data;
}
T data[3];
T &r, &g, &b;
T &x, &y, &z;
};
You can get this with a union as others have mentioned. Overloading color and position onto the same structure like this may not be a good idea ( for example, adding two colors usually means you want to saturate to 1.0, whereas adding vectors happens linearly ), but overlaying a float[] on top of them like that is perfectly fine and a well accepted means of interchanging data with GL/DirectX/etc.
I recommend you avoid referring to the same member by different aliases in the same function scope, though, because this will drive you into a nasty hardware stall called a load-hit-store. In particular, avoid this if you can:
vector foo;
foo.x = 1.0f;
return foo[0] + foo[1];
Following structure will have the requested behavior:
struct vertex
{
private:
float data[3];
public:
float &x, &y, &z;
float &r, &g, &b;
vertex() : x(data[0]), y(data[1]), z(data[2]), r(data[0]), g(data[1]), b(data[2]) {
}
float& operator [](int i) {
return data[i];
}
};
I guess you can do some macro magic to get what you want.
But that will look ugly. Why do you want to use same struct, vertex for 3 different types? Why can't you define class for color?
Also keep in mind that vertex and color are not same. If you change something to vertex, that will affect the color also, if you have the same class for both.
I am not sure whether I understood the question correctly. But it looks like you need to overload the operator[] to provide array like access to your struct/class. See the example mentioned here: Operator overloading
I have a template and two Vector classes below, one crazy, one sane. The template implements a simple fixed at compile time array of values. It is designed for subclassing and uses a protected array variable to avoid you having to jump through hoops to access the array. (Some folks might not like such a design. I say, if your subclasses are calling your overloaded operators, coupling might be a good idea.)
The crazy class allows you to have member variables called x, y, z and it acts like an array for calls to glGetFloatV. The sane one just has accessor functions x(), y(), z() and still works with glGetFloatV. You can use either class as a basis for other vector objects you might pass to the OpenGL library. Although the classes below are specific to points, you can obviously just do a search/replace to turn them into a rgb color classes.
The crazy class is crazy because the cost of the syntactic sugar vec.x instead of vec.x() is 3 reference variables. That could take up a lot of space in a large application. Use the simpler sane version.
template <typename T, int N>
class FixedVector {
protected:
T arr[N];
public:
FixedVector();
FixedVector(const T* a) {
for (int i = 0; i < N; ++i) {
arr[i] = a[i];
}
}
FixedVector(const T& other) {
for (int i = 0; i < N; ++i) {
arr[i] = other.arr[i];
}
}
FixedVector& operator=(const T& other) {
for (int i = 0; i < N; ++i) {
arr[i] = other.arr[i];
}
return *this;
}
T* operator&() { return arr; }
const T* operator&() const { return arr; }
T& operator[](int ofs) {
assert(ofs >= 0 && ofs < N);
return arr[ofs];
}
const T& operator[](int ofs) const {
assert(ofs >= 0 && ofs < N);
return arr[ofs];
}
};
class CrazyPoint : public FixedVector<float, 3> {
public:
float &x, &y, &z;
CrazyPoint()
: x(arr[0]), y(arr[1]), z(arr[2])
{ arr[0] = arr[1] = arr[2] = 0.0; }
CrazyPoint(const float* a)
: x(arr[0]), y(arr[1]), z(arr[2])
{
arr[0] = a[0];
arr[1] = a[1];
arr[2] = a[2];
}
CrazyPoint(float a, float b, float c)
: x(a), y(b), z(c)
{
arr[0] = a;
arr[1] = b;
arr[2] = c;
}
};
class SanePoint : public FixedVector<float, 3> {
public:
float& x() { return arr[0]; }
float& y() { return arr[1]; }
float& z() { return arr[2]; }
SanePoint() { arr[0] = arr[1] = arr[2] = 0.0; }
SanePoint(float a, float b, float c)
{
arr[0] = a;
arr[1] = b;
arr[2] = c;
}
};
// usage
SanePoint normal;
glGetFloatV(GL_CURRENT_NORMAL, &normal);
Bad idea in my opinion, at least for the example given: the downside is that, for just about any solution to this, you're probably going to be able to freely assign "rgb" instances to/from "xyz" instances, which is probably rarely sensible or correct. ie you risk giving up some useful type safety.
Personally, for the example you give, I'd subclass rgb and xyz types from a base boost::array<float,3> or similar. So both of them inherit operator[], can be passed to functions expecting arrays, and passed with more type safety to things expecting colours/coordinates. It's often you want to treat an xyz or an rgb as an array, but rare you want to treat an xyz as an rgb or vice-versa. (rgb IS-A array: OK. xyz IS-A array: OK. rgb IS-A xyz ???? I don't think so!)
Of course that means access to x,y,z & r,g,b needs to be by accessor (forwarding to the appropriate operator[](...) ) rather than direct to the member. (You'd need C#'s properties for that).
You can try adding references to variables, like this:
struct test {
float x, y, z;
float &r, &g, &b;
test() : r(x), g(y), b(z) {}
};
But your structure gets bigger (from 12 bytes to 40 bytes).
To use [] on it, use overloading of operator[], as mentioned before.
Just a warning about using reference members pointing to value members. You need to define a copy constructor (and possibly also assignment operator), if you ever copy such an object (like transfer it by value). The default copy constructor will leave you with a copy whose reference members point to the value members of the original object, not the ones of the new object. This is certainly not something you want.
Considering you also end up with larger objects, as already pointed out, I think using accessor methods is to be preferred over reference members.
I think the poster was looking for something very simple, with no performance overhead - as you would want with something like a 3D vector class. So adding virtual functions (vtable indirection cost), additional members (memory cost), unions (each new name may require a recompile of all users), or even preprocessor magic (increased program size, cross-type equivalency) is undesirable.
Real world use case would be to take a templated Vector3 class (which could be double-based or float-based) and apply it to other scenarios in a user-friendly manner. It is likely defined with [x, y, z] members, but if you want to use it for rotations, you might want [psi, theta, phi], for speeds [dx, dy, dz], etc.
For the entire type, you can use the following to alias it at compile time:
using Rotation3 = Vector3;
But there appears to be nothing as simple or performant that you can do for aliasing the underlying variables, right?