Should I create a temporary ostream using another's streambuf? - c++

Suppose I have a function that takes an ostream & parameter o and writes to that ostream. An operator << implementation would be a good example.
ostream& operator << (ostream& o, const MyThing& t)
{
// ... interesting code here ...
return o;
}
Within the function, I might want to specify formatting options on the stream. For example, I might want a number to be printed as hex, no matter how the o is configured when it is passed in to the function.
Secondly, I might want to be able to make assumptions about the current formatting flags. For example, it would be nice to be able to assume that numbers were formatted as decimal unless I request otherwise.
Finally, by the time the function exits I want the formatting options on o to be the same as they were before the function was called, so as to appear unchanged to the caller. This is simply a matter of politeness to the caller.
Up until now I have achieved this by creating a local ostringstream within the function, doing all my work on that (including setting formatting options), and sending the .str() to o at the end of the function. The StackOverflow question here suggests that people cleverer than me take the same approach. However, it bothers me that I'm keeping so much data in ostringstreams that could perhaps be sent to the output earlier (the strings can get quite large).
I have two questions:
1) Is it legal, idiomatic, good form, etc. to create a temporary (stack based) ostream around o.rdbuf() and do my work on that ostream? My own tests and the page at cppreference.com appears to suggest that I can.
ostream& operator << (ostream& o_, const MyThing& t)
{
ostream o (o_.rdbuf());
// write stuff to "o",
// setting formatting options as I go.
return o_; // Formatting on the parameter ostream o_ unchanged.
}
2) Is there another, better way that I have not considered?

Boost IO State Savers are built exactly for this purpose.

That's not a bad solution; it's certainly legal. I don't think
it's too common, so it's probably a good idea to comment as to
why you're doing it.
The most frequent solution I've seen here is to create a state
saver class, which will save all of the state you need
(typically, flags(), precision() and fill()) in the
constructor, and restore it in the destructor, and then to
forceably set all of the options you want. (It may be possible
to use copyfmt for this, although this also copies things like
the exception mask, which you probably don't want to play with.)

The settings can be stored in a type of object called a fmtflags object, defined in a class called ios, which is included with iostream. You can declare one of
these objects, but you have to declare it using the scope resolution operator.
The following statement will save certain aspects of the format state in the variable old_settings:
ios::fmtflags old_settings = cout.flags();
Then, after doing the output using the new setting, you can restore the old setting by calling the same function with the old settings as an argument:
cout.flags(old_settings);
Other settings can be obtained and restored with member functions. For example,
int old_precision = cout.precision();
will save the current precision specification. Then
cout.precision(old_precision);
will restore the precision to the original value

Related

is it a good thing to use iterators to read on a formatted stream?

I have written a class that acts like an iterator to parse CSV formatted files.
I have also written other classes to read specific csv files to fill directly a MyObject structure. Thus the class can be used like that (I removed the error handling part of the code):
std::ifstream in(filename);
MyObjectParser parser(in);
MyObjectParser::Iterator it;
for (it = parser.begin(); it != parser.end(); it++)
{
MyObject b = *it;
// do some stuff here ...
}
The program works well and I'm happy with it but I realized that the implicit meaning (only for myself?) of an iterator is that it will iterate over a collection. In this case there is no collection but a stream.
Should I prefer a form that explicitly suggest i'm using a stream by overloading >> operator
and thus having something like that :
std::ifstream in(filename);
MyObjectReader reader(in);
MyObject obj;
while(reader >> obj)
{
// do the same "some stuff" here...
}
Is it only a matter of taste?
I don't see clearly what are the differences (except that in the second form the object is just filled and not copied) and what are the consequences of choosing the first or the second form.
I would be happy to get some other opinions in order to know exactly why i'm using a solution rather than another.
You can treat a stream as a collection if you want.
I'd note, however, that by overloading operator>>, you can have both -- you can explicitly read data from the stream using operator>> directly, or you can treat the stream as a collection by using std::istream_iterator<whatever> to treat it as a collection.
That being the case, it seems to me that overloading operator>> is the obvious choice, since then you can treat things either way with essentially no extra work. In addition, using std::istream_iterator<x> is a fairly recognizable idiom, since it's included in the standard library.
The concept of iteration is not dependent on that of containers.
Iterators iterate over a sequence of values. Different iterator
designs define the sequence in different ways, but there is
always the ideas of current value, advance and reaching the end.
About the only problem with input iterators is that they only
terminate at the end of file; you cannot say, for example, that
the next 10 lines contain doubles, and then we go on to
something else. (But of course, you can insert a filtering
streambuf in the stream to detect the end.)

C++ Getter/Setter (Alternatives?)

Okay, just about everywhere I read, I read that getters/setters are "evil".
Now, as a programmer who uses getters/setters often in PHP / C#, I do not see how they are alive. I have read that they break encapsulation, etc etc, however, here is a simple example.
class Armor{
int armorValue;
public:
Armor();
Armor(int); //int here represents armor value
int GetArmorValue();
void SetArmorValue(int);
};
Now, lets say getters and setters are "evil".
How are you supposed to change a member variable after initialization.
Example:
Armor arm=Armor(128); //armor with 128 armor value
//for some reason I would like to change this armor value
arm.SetArmorValue(55); //if i do not use getters / setters how is this possible?
Lets say the above is not okay, for whatever reason.
What if my game restricts armor values from 1 to 500. (No armor can have a piece that has more than 500 armor or less than 1 armor).
Now my implementation becomes
void Armor::SetArmor(int tArmValue){
if (tArmValue>=1 && tArmValue<=500)
armorValue=tArmValue;
else
armorValue=1;
}
So, how else would I impose this restriction without using getters/setters?
How else would I modify a property without using getters/setters?
Should armorValue just be a public member variable in case 1, and the getters/setters used in case 2?
Curious. THanks guys
You have misunderstood something. Not using getters/setters breaks encapsulation and exposes implementation details, and can be considered "evil" for some definition of evil.
I guess they can be considered evil in the sense, that without proper IDE/editor support, they are somewhat tediois to write in C++...
One pitfall of C++ is to create non-const reference getter, which allows also modification. That's same as returning a pointer to internal data, and will lock that part of internal implementation, and is really no better than making field public.
Edit: based on comments and other answers, what you heard probably refers to always creating non-private getter and setter for every field. But I would not call that evil either, just stupid ;-)
Being slightly contrarian: yes, getters and setters (aka accessors and mutators) are mostly evil.
The evil here is not, IMO, so much from "breaking encapsulation", as from simply defining a variable to be of one type (e.g., int) when it's really not that type at all. Looking at your example, you're calling Armor an int, but it's really not. While it's undoubtedly an integer, it's certainly not an int, which (among other things) defines a range. While your type is an integer, it's never intended to support the same range as an int at all. If you want Armor to be of a type integer from 1 to 500, define a type to represent that directly, and define Armor as an instance of that type. In this case, since the invariant you want to enforce is defined as part of the type itself, you don't need to tack a setter onto it to try to enforce it.
template <class T, class less=std::less<T> >
class bounded {
const T lower_, upper_;
T val_;
bool check(T const &value) {
return less()(value, lower_) || less()(upper_, value);
}
void assign(T const &value) {
if (check(value))
throw std::domain_error("Out of Range");
val_ = value;
}
public:
bounded(T const &lower, T const &upper)
: lower_(lower), upper_(upper) {}
bounded(bounded const &init)
: lower_(init.lower), upper_(init.upper), val_(init.val_)
{ }
bounded &operator=(T const &v) { assign(v); return *this; }
operator T() const { return val_; }
friend std::istream &operator>>(std::istream &is, bounded &b) {
T temp;
is >> temp;
if (b.check(temp))
is.setstate(std::ios::failbit);
else
b.val_ = temp;
return is;
}
};
With this in place, defining some armor with a range of 1..500 becomes utterly trivial:
bounded<int> armor(1, 500);
Depending on the situation, you might prefer to define (for example) a saturating type where attempting to assign an out of range value is fine, but the value that actually is assigned will simply be the nearest value that is within range.
saturating<int> armor(1, 500);
armor = 1000;
std::cout << armor; // prints "500"
Of course, what I've given above is also a bit bare-bones. For your armor type, it would probably be convenient to support -= (and possibly +=) so an attack would end up something like x.armor -= 10;.
Bottom line: the (or at least "one") major problem with getters and setters is that they usually point to your having defined a variable as being of one type when you really want some other type that happened to be sort of similar in a few ways.
Now, it's true that some languages (e.g., Java) fail to provide the programmer with the tools necessary to write code like that. Here I'm trusting your use of the C++ tag to indicate that you really do want to write C++ though. C++ does provide you with the necessary tools, and (at least IMO) your code will be better off for your making good use of the tools it provides so your type enforces the required semantic constraints while still using clean, natural, readable syntax.
In short: they aren't evil.
It's nothing wrong with them as long as they don't leak out the internal representation. I see no problems here.
A common criticism of get/set functions is that they can be abused by client code to perform operations that logically should be encapsulated in the class. For example, say a client wants to "polish" their armour, and decides the effect is to increase "value" by 20, so they do their little get and set thing and are happy. Then someone other client code elsewhere decides rusty armour should drop the value by 30, and they do their bit. Meanwhile, a dozen other places in client code are also allowing polishing and rusting effects on armour - as well as say "reinforcing" and "cracking", and implementing them directly. There's no central control of this... the maintainer of the armour class has no ability to do things like:
have the rust, polish, reinforce and crack effects apply at most once per piece of armour
tune the number added to or subtract from value for specific logical effects
decide that the new "leather" armour type can't rust, and ignore client attempts to make it do so
On the other hand, if the first client that wanted to make armour rusty couldn't do so through the interface, they'd go to the maintainer of the armour class and say "hey, give me a function to do this", then other people could start using the logical-level "rust" operation, and if it became useful later to do the kinds of things I describe above they could be implemented easily and centrally in the armour class (e.g. by having a separate boolean to say if the armour was rusty, or a separate variable recording the rust effect).
So, the thing with get/set functions is they frustrate the natural evolution of an API of logical functionality, instead distributing logic throughout client code, leading in extremis to an unmaintainable mess.
Your getter/setter looks ok.
The alternative to getter/setters is to make member variables public. To be more precise, group variables into structure without member functions. And operate on this structure within your class
Giving access to members reduces encapsulation, but sometimes it's necessary. And the best way to do it is by means of getters and setters. Some people implement them when no such access is necessary, just because they can and it's a habit.
Getters are evil whenever:
They access directly data members of the class
When you have to add new getter every time you add data to the class
The data behaviour is different in each getter
Good getters would thus do the following:
They forward the request to some other object or collect the data from several places
You can fetch large amounts of data using just one getter
All the data you fetch is handled the same way
Setters on the other hand are evil always.
how else would I impose this restriction without using getters/setters? How else would I modify a property without using getters/setters?
You can check what you read from the variable and if its value is out of range use a predefined value instead (if possible).
You can also resort to dirty hacks such as protecting the memory underneath the variable from writing, catching write attempts and disallowing/ignoring the ones with invalid values. This is going to be cumbersome to implement and expensive to execute. It may be useful for debugging, though.

Simple design choice?

Say I have a class with a private data member n and a public get_n() function.
When overloading the output operator for example, I can either use get_n() or make it a friend and use n.
Is there a 'best' choice? And if so, why?
Or is the difference going to be optimized away?
Thanks.
Use get_n, since this is not a proper usage of friend. And if get_n is a simple return n, the compiler is most likely going to inline it automatically.
I will answer your question with a question:
Why did you create the public get_n() in the first place?
You've already gotten a lot of somewhat-conflicting answers, so what you undoubtedly need is one more that contradicts nearly all of them.
From an efficiency viewpoint, it's unlikely to make any difference. A function that just returns a value will undoubtedly be generated inline unless you specifically prohibit that from happening by turning off all optimization.
That leaves only a question of what's preferable from a design viewpoint. At least IMO, it's usually preferable to not have a get_n in the first place. Once you remove that design problem, the question you asked just disappears: since there is no get_n to start with, you can't write other code to depend upon it.
That does still leave a small question of how you should do things though. This (of course) leads to more questions. In particular, what sort of thing does n represent? I realize you're probably giving a hypothetical example, but a good design (in this case) depends on knowing a little more about what n is and how it's used, as well as the type of which n is a member, and how it is intended to be used as well.
If n is a member of a leaf class, from which you expect no derivation, then you should probably use a friend function that writes n out directly:
class whatever {
int n;
friend std::ostream &operator<<(std::ostream &os, whatever const &w) {
return os << w.n;
}
};
Simple, straightforward, and effective.
If, however, n is a member of something you expect to use (or be used) as a base class, then you usually want to use a "virtual virtual" function:
class whatever {
int n;
virtual std::ostream &write(std::ostream &os) {
return os << n;
}
friend std::ostream &operator<<(std::ostream &os, whatever const &w) {
return w.write(os);
}
};
Note, however, that this assumes you're interested in writing out an entire object, and it just happens that at least in the current implementation, that means writing out the value of n.
As to why you should do things this way, there are a few simple principles I think should be followed:
Either make something really private, or make it public. A private member with public get_n (and, as often as not, public set_n as well) may be required for JavaBeans (for one example) but is still a really bad idea, and shows a gross misunderstanding of object orientation or encapsulation, not to mention producing downright ugly code.
Tell, don't ask. A public get_n frequently means you end up with client code that does a read/modify/write cycle, with the object acting as dumb data container. It's generally preferable to convert that to a single operation in which the client code describes the desired result, and the object itself does the read/modify/write to achieve that result.
Minimize the interface. You should strive for each object to have the smallest interface possible without causing unduly pain for users. Eliminating a public function like get_n is nearly always a good thing in itself, independent of its being good for encapsulation.
Since others have commented about friend functions, I'll add my two cents worth on that subject as well. It's fairly frequent to hear comments to the effect that "friend should be avoided because it breaks encapsulation."
I must vehemently disagree, and further believe that anybody who thinks that still has some work to do in learning to think like a programmer. A programmer must think in terms of abstractions, and then implement those abstractions as reasonably as possible in the real world.
If an object supports input and/or output, then the input and output are parts of that object's interface, and whatever implements that interface is part of the object. The only other possibility is that the type of object does not support input and/or output.
The point here is pretty simple: at least to support the normal conventions, C++ inserters and extractors must be written as free (non-member) functions. Despite this, insertion and extraction are just as much a part of the class' interface as any other operations, and (therefore) the inserter/extractor are just as much a part of the class (as an abstraction) as anything else is.
I'd note for the record that this is part of why I prefer to implement the friend functions involved inside the class, as I've shown them above. From a logical viewpoint, they're part of the class, so making them look like part of the class is a good thing.
I'll repeat one last time for emphasis: Giving them access to class internals can't possibly break encapsulation, because in reality they're parts of the class -- and C++'s strange requirement that they be implemented as free functions does not change that fact by one, single, solitary iota.
In this case the best practice is for the class to implement a toString method, that the output operator uses to get a string representation. Since this is a member function, it can access all the data directly. It also has the added benefit that you can make this method vritual, so that subclasses can override it, and you only need a single output operator for the base class.
Can the operator be implemented without using friend? Yes- don't use friend. No- make friend.

C++ beginner question

I am in the process of learning C++ in order to understand some open source code I have been given.
I came across a line as follows:
cmd << '\n'
I assumed that "cmd" must be some kind of special receptor for a stream, perhaps a string - but on further investigation I found that "cmd" was an entire class with assorted data and functions. This has completely confused me. Why doesn't the code look like this:
cmd.stringpart << '\n'
Can someone tell me what's going on, or suggest an article for me to take a look at.
CORRECTION: cmd is an instance of a class rather than the class itself.
In C++, you can overload operators. In this case it seems to be used to make some Cmd class behave like a stream.
See operators as functions: For instance, 3 + 4 calls a binary function taking two numbers and returning the sum of them.
Here, the author has created such a function to define the << operator, so that it can work with a cmd class instance as the left parameter, and a string as the right parameter. This is called "operator overloading". Look for operator<< occurrences in your code.
This can also be a member function of the cmd class, taking one parameter (still named operator<<).
I'd first check to see if the class of which cmd is an instance overrides the << operator - that would show you what is going on in this code.
check for operator overloading in this class - you should seek for function with '<<' in it's name.
It sounds like the ostream operator (<<) has been overloaded. Look for a method called "operator<<" in the class definition. C++ allows programers to "overload" or redefine the way operators (including +,-,*,/,++,--, etc) work with their classes. Consult any C++ text for a discussion of this.
In many languages including C++
you are allowed to do what it is called "operator overload"
In your code if you have an operation for example that you perform repeatedly, generally for the sake of cleaner and handier code, you can pick an existing operator (such as --, +=, ==, <<, >>) and re-define it locally aka overriding, then use it as you please.
There are also some cases that you override the operator to create the functionality you want in a library. For example:
- You created a class mainly to store blocks of information. Then, you use container classes (from various libraries) to store instances of your class.
Foo {
int a;
int b;
std::string c;
}
So usually every container class will have methods to juggle around, delete, add, compare (...) instances stored. Let's say you want to compare an instance of Foo foo with woo = FooContainer[0] stored in your container with "==" in, some libraries will require you to re-define so override the "== " operator anyways, where some will assume. For instance, they will return true only if( foo.a == woo.a && foo.b == woo.b && foo.c == woo.c ) is true.
Well, maybe two instances is the same for your use only if their 'c' is the same, then you can just override "==". You typically would do that in Foo, right under the constructor. It'd look similar to this:
bool operator==(const Foo &foo) const {return c == foo.c;}
Bottomline:
If there is an operation you couldn't make sense, you might want to look at technical guide if exist. If not, go to header files, override classes etc to explore overwritten operators before go deep in the code.
You also wanna get familiar with them yourself, because (a) you might HAVE to use in some cases, (b) it might give you functionality you want super easily, (c) it can make your code clean and simple.
Hope it helps..

"get() const" vs. "getAsConst() const"

Someone told me about a C++ style difference in their team. I have my own viewpoint on the subject, but I would be interested by pros and cons coming from everyone.
So, in case you have a class property you want to expose via two getters, one read/write, and the other, readonly (i.e. there is no set method). There are at least two ways of doing it:
class T ;
class MethodA
{
public :
const T & get() const ;
T & get() ;
// etc.
} ;
class MethodB
{
public :
const T & getAsConst() const ;
T & get() ;
// etc.
} ;
What would be the pros and the cons of each method?
I am interested more by C++ technical/semantic reasons, but style reasons are welcome, too.
Note that MethodB has one major technical drawback (hint: in generic code).
C++ should be perfectly capable to cope with method A in almost all situations. I always use it, and I never had a problem.
Method B is, in my opinion, a case of violation of OnceAndOnlyOnce. And, now you need to go figure out whether you're dealing with const reference to write the code that compiles first time.
I guess this is a stylistic thing - technically they both works, but MethodA makes the compiler to work a bit harder. To me, it's a good thing.
Well, for one thing, getAsConst must be called when the 'this' pointer is const -- not when you want to receive a const object. So, alongside any other issues, it's subtly misnamed. (You can still call it when 'this' is non-const, but that's neither here nor there.)
Ignoring that, getAsConst earns you nothing, and puts an undue burden on the developer using the interface. Instead of just calling "get" and knowing he's getting what he needs, now he has to ascertain whether or not he's currently using a const variable, and if the new object he's grabbing needs to be const. And later, if both objects become non-const due to some refactoring, he's got to switch out his call.
Personally, I prefer the first method, because it makes for a more consistent interface. Also, to me getAsConst() sounds just about as silly as getAsInt().
On a different note, you really should think twice before returning a non-const reference or a non-const pointer to a data member of your class. This is an invitation for people to exploit the inner workings of your class, which ideally should be hidden. In other words it breaks encapsulation. I would use a get() const and a set(), and return a non-const reference only if there is no other way, or when it really makes sense, such as to give read/write access to an element of an array or a matrix.
Given the style precedent set by the standard library (ie begin() and begin() const to name just one example), it should be obvious that method A is the correct choice. I question the person's sanity that chooses method B.
So, the first style is generally preferable.
We do use a variation of the second style quite a bit in the codebase I'm currently working on though, because we want a big distinction between const and non-const usage.
In my specific example, we have getTessellation and getMutableTessellation. It's implemented with a copy-on-write pointer. For performance reasons we want the const version to be use wherever possible, so we make the name shorter, and we make it a different name so people don't accidentally cause a copy when they weren't going to write anyway.
While it appears your question only addresses one method, I'd be happy to give my input on style. Personally, for style reasons, I prefer the former. Most IDEs will pop up the type signature of functions for you.
I would prefer the first. It looks better in code when two things that essentially do the same thing look the same. Also, it is rare for you to have a non-const object but want to call the const method, so that isn't much of a consern (and in the worst case, you'd only need a const_cast<>).
The first allows changes to the variable type (whether it is const or not) without further modification of the code. Of course, this means that there is no notification to the developer that this might have changed from the intended path. So it's really whether you value being able to quickly refactor, or having the extra safety net.
The second one is something related to Hungarian notation which I personally DON'T like so I will stick with the first method.
I don't like Hungarian notation because it adds redundancy which I usually detest in programming. It is just my opinion.
Since you hide the names of the classes, this food for thought on style may or may not apply:
Does it make sense to tell these two objects, MethodA and MethodB, to "get" or "getAsConst"? Would you send "get" or "getAsConst" as messages to either object?
The way I see it, as the sender of the message / invoker of the method, you are the one getting the value; so in response to this "get" message, you are sending some message to MethodA / MethodB, the result of which is the value you need to get.
Example: If the caller of MethodA is, say, a service in SOA, and MethodA is a repository, then inside the service's get_A(), call MethodA.find_A_by_criteria(...).
The major technological drawback of MethodB I saw is that when applying generic code to it, we must double the code to handle both the const and the non-const version. For example:
Let's say T is an order-able object (ie, we can compare to objects of type T with operator <), and let's say we want to find the max between two MethodA (resp. two MethodB).
For MethodA, all we need to code is:
template <typename T>
T & getMax(T & p_oLeft, T & p_oRight)
{
if(p_oLeft.get() > p_oRight.get())
{
return p_oLeft ;
}
else
{
return p_oRight ;
}
}
This code will work both with const objects and non-const objects of type T:
// Ok
const MethodA oA_C0(), oA_C1() ;
const MethodA & oA_CResult = getMax(oA_C0, oA_C1) ;
// Ok again
MethodA oA_0(), oA_1() ;
MethodA & oA_Result = getMax(oA_0, oA_1) ;
The problem comes when we want to apply this easy code to something following the MethodB convention:
// NOT Ok
const MethodB oB_C0(), oB_C1() ;
const MethodB & oB_CResult = getMax(oB_C0, oB_C1) ; // Won't compile
// Ok
MethodA oB_0(), oB_1() ;
MethodA & oB_Result = getMax(oB_0, oB_1) ;
For the MethodB to work on both const and non-const version, we must both use the already defined getMax, but add to it the following version of getMax:
template <typename T>
const T & getMax(const T & p_oLeft, const T & p_oRight)
{
if(p_oLeft.getAsConst() > p_oRight.getAsConst())
{
return p_oLeft ;
}
else
{
return p_oRight ;
}
}
Conclusion, by not trusting the compiler on const-ness use, we burden ourselves with the creation of two generic functions when one should have been enough.
Of course, with enough paranoia, the secondth template function should have been called getMaxAsConst... And thus, the problem would propagate itself through all the code...
:-p