C++ copy constructor issue with parent/child classes - c++

I've run into a problem with copy constructors...I assume there is a basic answer to this and I'm missing something obvious - maybe I'm doing something entirely wrong - but I haven't been able to figure it out.
Basically, I have a parent class and child class. The parent class contains a vector of pointers to a (different) base class object. The child class wants to instead store pointers to objects derived from that base object.
Here's a pseudocode sample, if that helps:
// Base classes
class ItemRev {
...
}
class Item {
protected:
vector<ItemRev *> m_revPtrVec;
}
Item::Item(const Item &inputItemObj)
{
// Copy contents of the input object's item rev pointer vector
vector<ItemRev *>::const_iterator vecIter = (inputItemObj.m_revPtrVec).begin();
while (vecIter != (inputItemObj.m_revPtrVec).end()) {
(this->m_revPtrVec).push_back(new ItemRev(**vecIter));
}
}
=========
// Derived classes
class JDI_ItemRev : public ItemRev {
...
}
class JDI_Item : public Item {
...
}
JDI_Item::JDI_Item(const JDI_Item &itemObj)
{
// Copy contents of the input object's item rev pointer vector
vector<ItemRev *>::const_iterator vecIter = (inputItemObj.m_revObjPtVec).begin();
// The below does not work!
while (vecIter != (inputItemObj.m_revObjPtVec).end()) {
m_revObjPtVec.push_back(new JDI_ItemRev(**vecIter));
}
}
The problem with the above is in the push_back() call in the JDI_Item copy constructor.
Given this setup, what should the child class's copy constructor look like? Do I even need a child class copy constructor? I assumed I did, because the copy constructor is creating new objects, and the parent copy constructor will create new objects that are not the type I want in the derived class (i.e., the parent object stores pointers to ItemRev objects, while the child object should store pointers to derived JDI_ItemRev objects).

As mentioned in the comments, there is probably a more succinct way to express this problem (i.e. your class structure needs some work).
However, if you want to do it this way, the easiest way to achieve it is to use a virtual clone() method in the base class of ItemRev, with overrides of it defined in derived classes.
e.g.:
class ItemRev {
virtual ItemRev* clone() const = 0;
};
class JDI_ItemRev : public ItemRev {
ItemRev* clone() const override
{
// do your actual cloning here, using the copy constructor
return new ItemRev(*this);
}
};
Now, whenever you call clone() on any class derived from ItemRev, you will be returned an ItemRev* but it will point to a fully constructed derived class. You can of course get to the derived class's interface with static_cast<> or dynamic_cast<>.
...however...
derivation often seems like an easy win but it often turns out not to be. Inheritance should only be used if the derived class really is a type of the base class. Often people select inheritance when the derived class is a lot like a base class, or shares many characteristics with a base class. This is not the time to use inheritance. It's the time to use encapsulation.
In general, inheritance is evil.
On another note, you might find this link interesting.
Presentation on inheritance as an implementation detail

Related

Vector in an abstract class

I believe that the question here is similar however I still need more clarification on it.
Let's say I create a vector inside an abstract class (which stores objects of another class). How would I be able to use .pushback() from another class if I can't initialise an object of an abstract class?
Obviously the easiest solution is to put the vector in another class but I need another way. I've read you can do this by storing pointers to those objects in a vector. But can somebody give me an example please?
The purpose of an abstract class is to provide an interface that is then implemented in concrete derived classes.
If you want to push items onto the vector which is a data member of the abstract class, then create an appropriate derived class and then you can create an instance of that derived class, which will thus contain a vector you can add entries to.
class Base{
public:
virtual void do_stuff()=0; // this is an abstract base class
protected:
std::vector<int> data;
};
class Derived: public Base
{
public:
void do_stuff() {
// concrete implementation
data.push_back(42); // can add values to vector inherited from base class
}
};
int main()
{
Derived d;
d.do_stuff(); // will add entries to d.data
}
However, I wonder if that is really what you are trying to achieve.
I could find some existing SO answers, but they were using C++98 code.
The right way to store a vector of abstract base classes, in that base class , is to have a vector of smart pointers to the abstract base class.
First, add the vector, and a virtual destructor
struct AbstractBase {
virtual ~AbstractBase(); // <-- this makes sure these shenanigans don't cause memory leaks
std::vector<std::unique_ptr<AbstractBase>> children;
};
Then push_back new derived classes:
struct Derived1 : public AbstractBase; // defined elsewhere
/*...*/
base.children.push_back(std::make_unique<Derived1>());
//or
auto child = std::make_unique<Derived1>();
base.children.push_back(std::move(child));
It has to be a vector of pointers allocated on the heap because vector doesn't know from the base class how big the derived classes are to store them directly.
It has to be a vector of smart pointers because when you're using pointers and heap allocation, someone has to be responsible for cleaning them up. Smart pointers do that automatically.
Lastly, that virtual destructor there in the abstract base class makes sure that even when you're using pointers that have been casted down to abstract base classes, it will call the right destructor to clean everything up.

pointer to derived class in base class constructor

(Note that this is an oversimplification of my actual design.)
Given the following:
class CParentA;
class C_Child
public:
C_Child(C_ParentB* parent) : m_parent(parent){};
virtual ~C_Child();
CParentB* m_parent;
};
class C_ParentA : public C_Child
{
public:
C_ParentA(C_GrandParent *gp) : C_Child(gp){};
virtual ~C_ParentA(){};
}
class C_ParentB
{
public:
C_ParentB(){};
virtual ~C_ParentB(){};
void foo(){};
}
class C_GrandParent : public C_ParentB, public C_ParentA
{
public:
C_GrandParent() : C_ParentA(this){};
virtual ~C_GrandParent();
}
main()
{
C_GrandParent gp;
gp.m_parent->foo();
}
It seems that parentB's pointer, sent to the child's constructor, isn't valid yet when the grandparent is created. I had thought that, even if the parent wasn't fully constructed, it's pointer (this) would still be valid. I've also tried having ParentB be a pointer stored in the grandparent, and the object dynamically created in the grandparent constructor. But that apparently has the same outcome.
FWIW: the goal of this: grandparent has many parents, some of them with children. One child may need access to another child or a parent (uncle/cousin). I had thought that having them all under one patriarch would handle much of the inter-relationships between family members. While that is the case, setting the appropriate pointers seems to be the problem.
First, is is not clear what you are asking, so I am just trying to speculate. You present a design that is not working so you must be asking for alternatives, but you give no information on what you are trying to do.
Second, when class A derives a class B we usually say B is the base or parent and A is the derived or child. You use the opposite terminology and this is very confusing.
Now, I only assume that CParentB* m_parent; in C_Child is supposed to refer to the same C_Child object, viewed as CParentB. You don't need to store a pointer for this. Given a C_Child& r reference or C_Child* p pointer, you can simply say respectively
dynamic_cast<CParentB&>(r)
dynamic_cast<CParentB*>(p)
Both will fail in different ways if r,p do not refer to a CParentB object. dynamic_cast lets you navigate the entire class hierarchy and check at run time if a cast is valid. If the classes are not polymorphic, you can use static_cast instead.
In any case, keep in mind that before any object of a derived class is fully constructed, its bases need to constructed first. So before that, avoid playing in any way with the partially constructed object, like calling its methods especially virtual ones.

Virtual methods in constructor

Calling virtual methods in C++ is prohibited, however there are a few situations, where it might be very useful.
Consider the following situation - pair of Parent and Child classes. Parent constructor requires a Child class to be instantiated, because it has to initialize it in a special way. Both Parent and Child may be derived, such that DerivedParent uses DerivedChild.
There's a problem, however - because in Parent::ctor call from DerivedParent::ctor, base class should have an instance of DerivedChild instead of Child. But that would require calling a virtual method some way, what is prohibited. I'm talking about something like this:
class Child
{
public:
virtual std::string ToString() { return "Child"; }
};
class DerivedChild : public Child
{
public:
std::string ToString() { return "DerivedChild"; }
};
class Parent
{
protected:
Child * child;
virtual Child * CreateChild() { return new Child(); }
public:
Parent() { child = CreateChild(); }
Child * GetChild() { return child; }
};
class DerivedParent : public Parent
{
protected:
Child * CreateChild() { return new DerivedChild(); }
};
int main(int argc, char * argv[])
{
DerivedParent parent;
printf("%s\n", parent.GetChild()->ToString().c_str());
getchar();
return 0;
}
Let's get a real-world example. Suppose, that I want to write wrapper for WinApi's windows. The base Control class should register class and instantiate a window (eg. RegisterClassEx and CreateWindowEx), to properly set it up (for example register class in such way, that window structure has additional data for class instance; set up generic WndProc for all Controls; put reference to this by SetWindowLongPtr etc.)
On the other hand, derived class should be able to specify styles and extended styles, class name for window etc.
If constructing instance of window in the Control's constructor is a contract to be fulfilled, I see no other solution than to use VMs in ctor (what won't work).
Possible workarounds:
Use static polymorphism (eg. class Derived : public Base), but it will not work, if one wants to derive from Derived;
Pass a lambda from derived to base ctor if it is possible - it will work, but it's a total hardcore solution;
Pass a ton of parameters from derived to base ctor - it shall work, but won't be neither elegant, nor easy to use.
I personally don't like neither of them. Out of curiosity, I checked, how the problem is solved in Delphi's VCL, and you know what, base class calls CreateParams, which is virtual (Delphi allows such calls and guarantees, that they are safe - class fields are initialized to 0 upon creating).
How can one overcome this language restriction?
Edit: In response to answers:
Call CreateChild from the derived constructor. You're already requiring CreateChild to be defined, so this is an incremental step. You can add a protected: void init() function in the base class to keep such initialization encapsulated.
It will work, but it's not an option - quoting the famous C++ FAQ:
The first variation is simplest initially, though the code that actually wants to create objects requires a tiny bit of programmer self-discipline, which in practice means you're doomed. Seriously, if there are only one or two places that actually create objects of this hierarchy, the programmer self-discipline is quite localized and shouldn't cause problems.
Use CRTP. Make the base class a template, have the child supply the DerivedType, and call the constructor that way. This kind of design can sometimes eliminate virtual functions completely.
It's not an option, because it will work only once, for base class and its immediate descendant.
Make the child pointer a constructor argument, for example to a factory function.
This is, so far, the best solution - injecting code into base ctor. In my case, I won't even need to do it, because I can just parametrize base ctor and pass values from the descendant. But it will actually work.
Use a factory function template to generate the child pointer of the appropriate type before returning a parent. This eliminates the complexity of a class template. Use a type traits pattern to group child and parent classes.
Yea, but it has some drawbacks:
Someone, who derives from my classes may publish his ctor and bypass the security measures;
It would prevent one from using references, one would have to use smart pointers.
Calling virtual methods in C++ is prohibited, however there are a few situations, where it might be very useful.
No, calling a virtual method in the constructor dispatches to the most-derived complete object, which is the one under construction. It's not prohibited, it's well-defined and it does the only thing that would make sense.
A C++ base class is not allowed to know the identity of the most derived object, for better or worse. Under the model, the derived object doesn't start to exist until after the base constructors have run, so there's nothing to get type information about.
Some alternatives in your case are:
Call CreateChild from the derived constructor. You're already requiring CreateChild to be defined, so this is an incremental step. You can add a protected: void init() function in the base class to keep such initialization encapsulated.
Use CRTP. Make the base class a template, have the child supply the DerivedType, and call the constructor that way. This kind of design can sometimes eliminate virtual functions completely.
Make the child pointer a constructor argument, for example to a factory function.
Use a factory function template to generate the child pointer of the appropriate type before returning a parent. This eliminates the complexity of a class template. Use a type traits pattern to group child and parent classes.

Duplicating subclass of abstract baseclass

I have an abstract base-class to enforce some subclasses to overload the << operator.
I am storing a bunch of pointers to instances of these subclasses in an std::stack... At some point I wish to duplicate the top item of the stack (and push it on top).
The problem is, I cannot instantiate an abstract class. And obviously since I want to do this for each of my subclasses, I won't know the type...
I wonder if this is even possible without adding another pure virtual method (say 'Base *clone() = 0') and implement it in each of my subclasses? Surely there must be a cleaner way.
I think you actually need a Clone method in this case. You want to dynamically copy the subclass item at runtime, and the normal way to change behavior at runtime is virtual methods. Without using some virtual method you would have no way of figuring out which child it is. You could probably use CRTP to automatically generate that Clone for you though:
// Totally uncompiled and untested.
class Base
{
public:
virtual Base* Clone() const = 0;
};
template <class T>
class Child : public Base
{
public:
virtual Base* Clone() const { return new T(*static_cast<T*>(this)); }
protected:
Child(); // Can't instantiate directly
Child(const Child& right); // Can't instantiate directly
};
class Grandchild : public Child<Grandchild>
{
// Clone should do the right thing.
};
Do you mean making a copy of the class, rather than duplicating the pointer.
You will need to either implement your own typing. in other words have a virtual function that returns the class type and then create the appropriate class
Or enable RTTI (Run-Time Type Information) to do the same thing. because RTTI effects every class its possibly more efficient to create your own typeof method.
Then you can
Pop the pointer
Get the type
Instantiate the correct class using
a copy constructor probably in a
switch
Push both back onto the stack
psuedocode
base* ptr = stack.pop()
base *copy
switch (ptr->typeof()) {
case class1type : copy = new class1(ptr) break;
case class2type : copy = new class2(ptr) break;
...
}
stack.push (ptr)
stack.push(copy)
DC

C++ - Superclass constructor producing an instance of a subclass

I have two classes, one of which is a subclass of another, and differs only by the fact that it contains an additional member variable to its parent. I am not using the default constructor, passing in a reference to a single object as the constructors parameter. What I would like is for the constructor of the parent to examine this object, and then determine whether to construct an instance of the parent class (in most cases) or the subclass (in a few specialised cases).
class Superclass
{
public:
Foo foo;
Superclass(MyObject* object)
{
foo = object->GetFoo();
if(object->CreateSubclass())
{
//Create Subclass
}
else
{
//Create Superclass
}
}
};
class Subclass : public Superclass
{
public:
Barr barr;
Subclass(MyObject* object)
{
barr = object->GetBarr();
}
};
I'm aware of the factory design pattern, but don't want to have to have a factory object just for this. I'd rather duplicate the Superclass initialisation stuff into the Subclass (which seems bad) and then examine the object at each of the points where a Superclass is created and then call the appropriate constructor:
Superclass* class;
if(object->CreateSubclass())
{
class = new Subclass(obj);
}
else
{
class = new Superclass(obj);
}
Is this sort of thing possible, and if so how would I go about calling the subclasses constructor from Superclass constructor? I've tried making a call to Subclass(object), but I run into issues with both Superclass and Subclass needing to be defined before the other.
Thanks for any advice you can provide.
If you're set against a factory class, why not just a static function?
class Subclass
{
public:
static Superclass* create(const MyObject* const object)
{
if (object->createSubclass())
{
return new Subclass(object);
}
else
{
return new Baseclass(object);
}
}
// ...
}
// ...
Superclass* const myInstance = Subclass::create(myObject);
(I've put the static class in Subclass because it needs both the super and subclass implementations, but you could easily put it in a shared namespace or something, or even put the declaration in the base class but put the implementation in a cpp)
You've now got most of the benefits of a factory class, with no more code than you had before. You're just missing the ability to pass it around or easily refactor it into multiple implementations.
I think this is impossible. The object is allocated before the constructor is called. Otherwise there would be no 'this' pointer and you couldn't initialize your variables. Think about it. Also notice that constructors don't return anything, yet the output of new YourClass() is a pointer to your new object.