How to "hide" a virtual method? (C++) - c++

there is a post with a quite similar title here, but as I understood the actual problem there is different.
I would like to know if it is possible to force a user of a class i wrote to override a certain method but at the same time it should not be possible to call this method (but its only called from within my class).
For example, if I want to do the following:
class AbstrDataSource {
private:
int index;
protected:
int currentData;
public:
int getData(){return currentData;}
void loadData(int i){
// check valid index here
if (index != i){doLoad(i);}
this->index = i;
}
virtual void doLoad(int i)=0;
};
In loadData() I can check that the index is in a valid range and do some bookkeeping, while the actual loading has to be supplied by the user via overriding doLoad(). Because pure virtual methods are part of the interface, they are public, but how do I force the implementation of doLoad() to be visible only to my own class?
My idea was to hide the object in some wrapper:
class DataSupplier {
public:
DataSupplier(AbstrDataSource* s) : source(s){}
void loadData(int i){source->loadData(i);}
int getData(){return source->getData();}
private:
AbstrDataSource* source;
};
And instead of using the abstract class I use the wrapper:
int SomeCalculation(DataSupplier* a,DataSupplier* b){
return a->getData() + b->getData();
}
However, this does not really help. Lets say a second person provides a implementation of my abstract class:
class ImplDataSource : public AbstrDataSource{
public:
void doLoad(int i){this->currentData = i;}
};
Then a third person still has access to doLoad():
void main(){
AbstrDataSource* ads = new ImplDataSource();
DataSupplier* ds1 = new DataSupplier(ads);
DataSupplier* ds2 = new DataSupplier(ads);
ads->doLoad(10); // <- How to avoid this ??
ds1->loadData(12);
ds2->loadData(12);
SomeCalculations(ds1,ds2);
}
Maybe there is a way to achieve this by using access specifiers...?
EDIT: I already got some helpful answers, but I think I did not state my question clear enough. As long as ImplDataSource declares doLoad() as protected or private, everything is fine. However, looking only at AbstrDataSource, there is no hint that any implementation of doLoad() should be private (even if the abstract doLoad was protected or private the actual implementation can have any access). I would like to know if it is possible to somehow "enforce" any implementation of the abstract doLoad() to be private. Maybe I am just thinking too complicated and the easiest way would be to add a comment to the documentation of the abstract method ("implement as private or it may fail").

What you're trying to achieve is called the template method pattern and
I think the best you can do here is to delegate to the doLoad method the less "sensitive" behavior and put the loadData (and the part you wanna hide from the derived class) in private access

Make the method doLoad() protected, then it can only be called from within the superclass, and it overloads (and hides) the pure virtual method of the base class.

Related

Is it alright to put data members in an interface?

Recently, I've learnt about composite pattern. I want to use it in my assignment which I have to implement File and Folder classes. I realize that sub-classes like CFile and Cfolder got to have the same attributes (name and size). So is it alright for me to put the attributes into the interface? As far as I know, it is not good practice to do so. However, I don't understand why I shouldn't. Or is there any other solutions?
I would say its not a problem. Th difference is that instead of a pure interface class you have an abstract base class. However, if you want to retain the flexibility to use the interface for implementations that are not tied down to those specific member variables then you can always create an interface class as well as an abstract base class for full flexibility. Though that may be getting overly complex overly soon, you can always split the interface from the abstract base later if you need to.
using CItemUPtr = std::unique_ptr<class CItem>;
/**
* Interface class
*/
class CItem
{
public:
virtual ~CItem() {}
virtual CItemUPtr findByName(std::string const& name) = 0;
virtual void setHidden(bool a, bool b) = 0;
};
/**
* Abstract base class
*/
class AbstractCItem
: public CItem
{
protected:
std::string name;
std::size_t size;
};
class CFile
: public AbstractCItem
{
public:
CItemUPtr findByName(std::string const& name) override
{
// stuff
return {};
}
void setHidden(bool a, bool b) override {}
};
It's not really a question of "is it a good practice". By creating an interface, you're defining a standard. The question is, do you NEED the implementation of the interface to contain those data members? You are in the best position to understand your implementation, so you're really the only one who can answer this.
As a general rule, the class implementing the interface should be a black box, and the outside world shouldn't have access to any internals (including member data). Interfaces define common functionality that is required to be present to be able to support the interface, and I'd expect those implementation details to be buried in the underlying implementation of the class only, as a general rule. YMMV.
The design principle for a class should be:
'It is impossible to break the class invariant from the outside'
If the constructor(s) set up the class invariant, and all members
uphold the class invariant, this is achieved.
However, if the class does not have a class invariant, having
public members achieves the same thing.
// in C++, this is a perfectly fine, first order class
struct Pos
{
int x,y;
Pos& operator+=(const Pos&);
};
also see https://en.wikipedia.org/wiki/Class_invariant

Abstract base member variable in base class

I want to specify an interface which requires an abstract class to have a certain type as a member variable.
I'll try to replicate the situation here:
class Blob {
int data[32];
};
class Worker {
string name;
abstract void workOn(Blob&) = 0;
}
class Abstract {
vector<shared_ptr<W>> workerList;
Blob allTheStuff;
abstract void somethingElse() = 0;
void doAllTheWork() {
for (w : workerList) {
w->workOn(allTheStuff);
}
}
};
class B_Blob : public Blob {
int moreData[4096];
};
class BulbasaurTrainingCamp : public Abstract {
B_Blob allTheStuff;
void somethingElse() {} // implemented
// this class will accept Bulbasaurs into workerList
};
class Bulbasaur : Worker {
Bulbasaur(): name("Fushigidane") {}
void workOn(Blob& b) {
// bulbasaurs cover *all* their workspace with crap
for (int i=0; i<sizeof(b.data[0])/sizeof(b.data); ++i) {
b.data[i] = *((int*)&("crap"));
}
for (i=0; i<sizeof(b.moreData[0])/sizeof(b.moreData); ++i) {
b.moreData[i] = *((int*)&("crap"));
}
}
Here, the abstract bas class has a Blob, but the instance of BulbasaurTrainingCamp has a derived B_Blob. It appears that since I gave it the same name, the compiler accepts it.
Is there a name for this? What I want to know is what the behavior is when I do this. Have I overridden the Blob with the B_Blob?
I am basically not sure about whether there is an inaccessible base Blob instance hanging around inside of BulbasaurTrainingCamp. My expectation is that each Bulbasaur will write 16512 (not 16384) bytes of crap across the two member variables of B_Blob. I am hoping that C++ will actually do what appears to be the sensible thing. It's a case of, "it compiles so I think I should be happy, but I'm still not totally sure it's doing what I think it should be doing".
#include<iostream>
#include<vector>
using namespace std;
int main()
{
class base
{
public:
int sameName;
base(int x):sameName(x){}
};
class derived : public base
{
public:
int diffName;
int sameName;
derived(int x,int i,int j):base(x),diffName(i),sameName(j){}
};
derived example(1,2,3);
cout<<example.sameName<<endl;
cout<<example.diffName<<endl;
cout<<example.base::sameName<<endl;
}
The result is 3 2 1.
I hope the example could be helpful.
A base class, even an abstract one, will be included in its entirety within any derived classes. The new allTheStuff name hides the old one, but does not suppress its inclusion; the base class version can still be accessed using Abstract::allTheStuff. Worse, the function doAllTheWork will end up accessing the base class allTheStuff because it can't possibly know there's an identically-named member variable in a subclass.
If you want this kind of behaviour, you have a few decent options:
Don't put any meaningful code or data in the base class; leave it as a pure interface. This may result in code duplication (but you may be able to factor it out into new base classes or shared helper functions).
Use a dynamically sizable container type as the Blob, so you can dynamically ask for more or less space in the constructor.
Make Blob a separate inheritance hierarchy (e.g. B_Blob and S_Blob inherit from an abstract Blob with differing amounts of space allocated), with a virtual function in Abstract that returns the Blob to use.
You seem to be somehow assuming that this code compiles using C++. It certainly doesn't. Even after patching about various of the C++/CLI specifics, it remains that a Blob does not have a data member called moreData and the only way to get at it (using C++) is to use a suitable cast.
The BulbasaurTrainingCamp objects will have two members called allTheStuff, one of type Blob and one of type B_Blob. Which one you get depends on which type you are looking at (since all members are private, you won't get any, but let's ignore that detail) and/or which qualification you use:
BulbasaurTrainignCamp btc;
B_Blob& b_blob = bts.allTheStuff;
Blob& blob1 = bts.Abstract::allTheStuff;
Abstract& abstract;
Blob& blob2 = abstract.allTheStuff;
That is, when using something which looks like a BulbasaurTrainingCamp you can access both the Blob and the B_Blob objects but you need to use qualification to access Abstracts allTheStuff member. When using an Abstract you can only access Abstracts Blob object.

Is it possible to have a base class method that calls the same (but overridden method) of all it's derived classes?

It's a bit hard to explain in words, so I'll give an example:
(The following code might have incorrect syntax but it suffices to give an idea)
class A
{
public:
static void Update(UINT someValue);
};
class B : public A
{
public:
static void Update(UINT someValue);
};
class C : public A
{
public:
static void Update(UINT someValue);
};
I know static members function do not override each other,
but let's suppose they do.
What I want to achieve, is when A::Update(someValue); is called,
It should implicitly call B::Update(someValue), and also C::Update(someValue), as well as call every static void Update(UINT someValue) method of other classes derived from A
Is this possible in one way or another?
And if it is, how would you do it?
I think you should be using composite pattern instead. You can read about it at http://en.wikipedia.org/wiki/Composite_pattern and http://www.javacamp.org/designPattern/composite.html
That info below my comment is not enough to have a clear idea about your code but I was thinking if it is possible to do something similar to what C# does with events, where you can register events and the class that triggers then (your base class in that case) can implement a list of function pointers (pointing to the derived methods, which in that case you have to have instances of the derived classes) and call all of then iterating this list. Just an idea, don't know if this is what you need.
There's no way to do it automatically. A simple way to get the effect is for each derived class to call the function of its base class:
class A
{
public:
static void Update(UINT someValue) {
std::cout << "A\n";
}
};
class B : public A
{
public:
static void Update(UINT someValue) {
A::Update(someValue);
std::cout << "B\n";
}
};
If you prefer to work from bottom to top, you could have each class do its work before calling the derived class. Of course there's nothing to stop a derived class from implementing Update and not calling its base class. It is however fine for a class to not implement Update at all -- it doesn't care about updates, but its base class's function can still be called. So it's not a huge burden on implementers, they just have to follow the rule that if they implement the function, they have to call the base.
Another way might be for the base class to keep a list of "listeners" who are interested in updates, and to call them in turn whenever an update occurs. Each derived class can then register a suitable listener.
It might be difficult to make code like this exception-safe, though, if each level makes changes but one or more levels may throw.

Polymorphism and checking if an object has a certain member method

I'm developing a GUI library with a friend and we faced the problem of how to determine whether a certain element should be clickable or not (Or movable, or etc.).
We decided to just check if a function exists for a specific object, all gui elements are stored in a vector with pointers to the base class.
So for example if I have
class Base {};
class Derived : public Base
{
void example() {}
}
vector<Base*> objects;
How would I check if a member of objects has a function named example.
If this isn't possible than what would be a different way to implement optional behaviour like clicking and alike.
You could just have a virtual IsClickable() method in your base class:
class Widget {
public:
virtual bool IsClickable(void) { return false; }
};
class ClickableWidget : public Widget
{
public:
virtual bool IsClickable(void) { return true; }
}
class SometimesClickableWidget : public Widget
{
public:
virtual bool IsClickable(void);
// More complex logic punted to .cc file.
}
vector<Base*> objects;
This way, objects default to not being clickable. A clickable object either overrides IsClickable() or subclasses ClickableWidget instead of Widget. No fancy metaprogramming needed.
EDIT: To determine if something is clickable:
if(object->IsClickable()) {
// Hey, it's clickable!
}
The best way to do this is to use mixin multiple inheritance, a.k.a. interfaces.
class HasExample // note no superclass here!
{
virtual void example() = 0;
};
class Derived : public Base, public HasExample
{
void example()
{
printf("example!\n");
}
}
vector<Base*> objects;
objects.push_back(new Derived());
Base* p = objects[0];
HasExample* he = dynamic_cast<HasExample*>(p);
if (he)
he->example();
dynamic_class<>() does a test at runtime whether a given object implements HasExample, and returns either a HasExample* or NULL. However, if you find yourself using HasExample* it's usually a sign you need to rethink your design.
Beware! When using multiple inheritance like this, then (HasExample*)ptr != ptr. Casting a pointer to one of its parents might cause the value of the pointer to change. This is perfectly normal, and inside the method this will be what you expect, but it can cause problems if you're not aware of it.
Edit: Added example of dynamic_cast<>(), because the syntax is weird.
If you're willing to use RTTI . . .
Instead of checking class names, you should create Clickable, Movable, etc classes. Then you can use a dynamic_cast to see if the various elements implement the interface that you are interested in.
IBM has a brief example program illustrating dynamic_cast here.
I would create an interface, make the method(s) part of the interface, and then implement that Interface on any class that should have the functionality.
That would make the most sense when trying to determine if an Object implements some set of functionality (rather than checking for the method name):
class IMoveable
{
public:
virtual ~IMoveable() {}
virtual void Move() = 0;
};
class Base {};
class Derived : public Base, public IMoveable
{
public:
virtual void Move()
{
// Implementation
}
}
Now you're no longer checking for method names, but casting to the IMoveable type and calling Move().
I'm not sure it is easy or good to do this by reflection. I think a better way would be to have an interface (somethign like GUIElement) that has a isClickable function. Make your elements implement the interface, and then the ones that are clickable will return true in their implementation of the function. All others will of course return false. When you want to know if something's clickable, just call it's isClickable function. This way you can at runtime change elements from being clickable to non-clickable - if that makes sense in your context.

static abstract methods in c++

I have an abstract base class
class IThingy
{
virtual void method1() = 0;
virtual void method2() = 0;
};
I want to say - "all classes providing a concrete instantiation must provide these static methods too"
I am tempted to do
class IThingy
{
virtual void method1() = 0;
virtual void method2() = 0;
static virtual IThingy Factory() = 0;
};
I know that doesnt compile, and anyway its not clear how to use it even if it did compile. And anyway I can just do
Concrete::Factory(); // concrete is implementation of ITHingy
without mentioning Factory in the base class at all.
But I feel there should be some way of expressing the contract I want the implementations to sign up to.
Is there a well known idiom for this? Or do I just put it in comments? Maybe I should not be trying to force this anyway
Edit: I could feel myself being vague as I typed the question. I just felt there should be some way to express it. Igor gives an elegant answer but in fact it shows that really it doesn't help. I still end up having to do
IThingy *p;
if(..)
p = new Cl1();
else if(..)
p = new Cl2();
else if(..)
p = new Cl3();
etc.
I guess reflective languages like c#, python or java could offer a better solution
The problem that you are having is partly to do with a slight violation a single responsibility principle. You were trying to enforce the object creation through the interface. The interface should instead be more pure and only contain methods that are integral to what the interface is supposed to do.
Instead, you can take the creation out of the interface (the desired virtual static method) and put it into a factory class.
Here is a simple factory implementation that forces a factory method on a derived class.
template <class TClass, class TInterface>
class Factory {
public:
static TInterface* Create(){return TClass::CreateInternal();}
};
struct IThingy {
virtual void Method1() = 0;
};
class Thingy :
public Factory<Thingy, IThingy>,
public IThingy {
//Note the private constructor, forces creation through a factory method
Thingy(){}
public:
virtual void Method1(){}
//Actual factory method that performs work.
static Thingy* CreateInternal() {return new Thingy();}
};
Usage:
//Thingy thingy; //error C2248: 'Thingy::Thingy' : cannot access private member declared in class 'Thingy'
IThingy* ithingy = Thingy::Create(); //OK
By derinving from Factory<TClass, TInterface>, the derived class is forced to have a CreateInternal method by the compiler. Not deifining it will result in an error like this:
error C2039: 'CreateInternal' : is not
a member of 'Thingy'
There is no sure way to prescribe such a contract in C++, as there is also no way to use this kind of polymorphism, since the line
Concrete::Factory()
is always a static compile-time thing, that is, you cannot write this line where Concrete would be a yet unknown client-provided class.
You can make clients implement this kind of "contract" by making it more convenient than not providing it. For example, you could use CRTP:
class IThingy {...};
template <class Derived>
class AThingy : public IThingy
{
public:
AThingy() { &Derived::Factory; } // this will fail if there is no Derived::Factory
};
and tell the clients to derived from AThingy<their_class_name> (you could enforce this with constructor visibility tweaking, but you cannot ensure the clients don't lie about their_class_name).
Or you could use the classic solution, create a separate hierarchy of factory classes and ask the clients to provide their ConcreteFactory object to your API.
Static methods cannot be made virtual (or abstract, for that matter) in C++.
To do what you're intending, you can have have an IThingy::factory method that returns a concrete instance, but you need to somehow provide a means for factory to create the instance. For instance, define a method signature like IThing* (thingy_constructor*)() and have a static call in IThingy that you can pass such a function to that defines how IThingy will construct the factory instance. Then, in a dependent library or class, you can call this method with an appropriate function that, in turn, nows how to properly construct an object implementing your interface.
Supposing you haven't had your factory 'initializer' called, you'd want to take appropriate action, such as throwing an exception.