Recycling member functionality without inheritance - c++

There is an interesting template presented on Wikipedia for Properties.
This template provides something interesting, in that it allows providing logic around member accesses. Building on this, we could easily build something like this:
struct Ranged {
ranged_property<float,0,1> unit_property;
};
Where the range of unit_property is enforced to be within [0,1].
How can we provide a similar functionality the depends on the hosting class' members? For example:
struct AdjustableRanged {
float max;
ranged_property<float,0,max> influenceable_property;
};
Where the range of influenceable_property is affected by the value of max. Keep in mind, the goal is for this kind of template to be recycled across many vastly different classes. Related concepts are mixins and decorators.
It can be done with macros... but I feel like there must be a better more idiomatic C++ solution.
Edited to add: I think this could be done by saving a reference to the member inside the ranged_property template... but that seems to be a complete waste of space for what would be effectively a constant value; ETA; A const reference may serve the purpose actually, however, I need to do the investigation.

Following up on our discussion in the comments, it seems the functionality can be achieved with a pointer-to-member template parameter like this (but see the caveats below):
#include <iostream>
template<typename C, typename T, T C::*m>
struct PrintMember {
C& obj;
PrintMember(C& obj) : obj(obj) {};
void print() { std::cout << "Member of containing class: " << obj.*m << std::endl; };
};
struct TestClass {
int data;
PrintMember<TestClass, int, &TestClass::data> pm;
TestClass() : pm(*this){};
};
int main()
{
TestClass tc;
tc.data = 5;
tc.pm.print();
}
This only demonstrates that it is possible to access members of the containing object. There are a few things that this approach doesn't solve:
If you really only want to access one member, it's not worth it, since you have to save a reference to *this in the PrintMember member to be able to dereference the pointer to member. So it doesn't actually solve the problem of having to store a reference. You could just as well pass a reference to the member variable itself in the constructor. However, if you need to access multiple members, this allows you to only store one reference (to *this) and still access all of them.
Specifying the template arguments of PrintMember and initializing the PrintMember member variable with *this in the constructor is tedious. Maybe, some clever template argument deduction can help here, but I haven't tried yet and I am not even sure it would get any simpler...
In some special cases, there might be dirty ways to get access to the "this" pointer of the enclosing class without saving it explicitly, like the answer using offsetof in this answer, but my feeling tells me you wanted something portable and less brittle...

Related

Templated member variables in C++

Often when writing templated code, I find myself needing to store an instance of the template type in a member variable. For example, I might need to cache a value to be used later on. I would like to be able to write my code as:
struct Foo
{
template<typename T>
T member;
template<typename T>
void setMember(T value)
{
member<T> = value;
}
template<typename T>
T getMember()
{
return member<T>;
}
};
Where members are specialized as they are used. My question:
Is such templated member variable possible with current C++ generative coding facilities?
If not, are there any proposals for such a language feature?
If not, are there any technical reasons why such a thing is not possible?
It should be obvious that I do not want to list all possible types (e.g. in a std::variant) as that is not generative programming and would not be possible if the user of the library is not the same as the author.
Edit: I think this somewhat answers my 3rd question from above. The reason being that today's compilers are not able to postpone instantiation of objects to after the whole program has been parsed:
https://stackoverflow.com/a/27709454/3847255
This is possible in the library by combining existing facilities.
The simplest implementation would be
std::unordered_map<std::type_index, std::any>
This is mildly inefficient since it stores each std::type_index object twice (once in the key and once inside each std::any), so a std::unordered_set<std::any> with custom transparent hash and comparator would be more efficient; this would be more work though.
Example.
As you say, the user of the library may not be the same as the author; in particular, the destructor of Foo does not know which types were set, but it must locate those objects and call their destructors, noting that the set of types used may be different between instances of Foo, so this information must be stored in a runtime container within Foo.
If you're wary about the RTTI overhead implied by std::type_index and std::any, we can replace them with lower-level equivalents. For std::type_index you can use a pointer to a static tag variable template instantiation (or any similar facility), and for std::any you can use a type-erased std::unique_ptr<void, void(*)(void*)> where the deleter is a function pointer:
using ErasedPtr = std::unique_ptr<void, void(*)(void*)>;
std::unordered_map<void*, ErasedPtr> member;
struct tag {};
template<class T> inline static tag type_tag;
member.insert_or_assign(&type_tag<T>, ErasedPtr{new T(value), [](void* p) {
delete static_cast<T*>(p);
}});
Example. Note that once you make the deleter of std::unique_ptr a function pointer, it is no longer default-constructible, so we can't use operator[] any more but must use insert_or_assign and find. (Again, we've got the same DRY violation / inefficiency, since the deleter could be used as the key into the map; exploiting this is left as an exercise for the reader.)
Is such templated member variable possible with current C++ generative coding facilities?
No, not exactly what you describe. What is possible is to make the enclosing class a template and use the template parameters to describe the types of the class' members.
template< typename T >
struct Foo
{
T member;
void setMember(T value)
{
member = value;
}
T getMember()
{
return member;
}
};
In C++14 and later, there are variable templates, but you can't make a template non-static data member of a class.
If not, are there any proposals for such a language feature?
Not that I know of.
If not, are there any technical reasons why such a thing is not possible?
The primary reason is that that would make it impossible to define binary representation of the class. As opposed to templates, a class is a type, which means its representation must be fixed, meaning that at any place in the program Foo and Foo::member must mean the same things - same types, same object sizes and binary layout, and so on. A template, on the other hand, is not a type (or, in case of variable templates, is not an object). It becomes one when it is instantiated, and each template instantiation is a separate type (in case of variable templates - object).

Passing Arguments to Function using Template Types

I'm pushing IMO the limits of C++template programming. The system is an Arduino but my attempt is applicable to any microcontroller system.
I define Pins using a template class with an 'int' parameters
template<const int pin>
struct Pin {
Pin() { mode(pin, 0); }
};
template<const int pin>
class PinOut : public Pin<pin> {};
I can create template classes to use PinOut like:
template<typename F>
class M {
public:
M() { }
F mF;
};
M<PinOut<1>> m1;
template<int F>
class N {
public:
N() { }
Pin<F> mF;
};
N<1> n1;
But I'd like to not use templates in the classes that use PinOut. This is illustrative of my thinking showing possible approaches but clearly doesn't work.
class R {
public:
R(const int i) {
}
PinOut<i> mF; // create template instance here
};
R r1(1); // what I'd like to able to do
I recognize the problem is creating a type inside class R.
The other possibility is instantiating a PinOut variable and passing it in but again passing and creating a type inside the class is a problem. Something like this:
class S {
public:
S(PinOut<int>& p) { } // how to pass the type and instance
PinOut<p>& mF; // and use it here
};
PinOut<1> pp;
S s1(pp);
Sorry if this sound abrupt but please don't ask why or what I'm trying to do. This is an experiment and I'm pushing my understanding of C++ especially templates. I know there are other approaches.
Yes, any function that takes that type must itself be a template.
But is the entire family of Pin related in a way that some thing are meaningful without knowing T? This can be handled with a base class that's a non-template. The base class idea is especially handy because it can contain virtual functions that do know about T. This lets you switch between compile-time and run-time polymorphism on the fly as desired. Taken to an extreme, that becomes the weaker idea with the same syntax of "Generics" as seen in Java and .NET.
More generally, this is a concept known as type erasure. You might search for that term to find out more. It is designed into libraries in order to keep common code common and prevent gratuitous multiplication of the same passage though multiple instantiations.
In your case, pin is a non-type argument, which is something Generics don't even do. But it may not really affect the type much at all: what about the members change depending on pin? This might be an array bound, or a compile-time constant used to provide compile-time knowledge and optimization, or there for the sole purpose of making the type distinct.
All of these cases are things can be dealt with at run-time, too. If it's for the sole purpose of making the type distinct (e.g. make the compiler check that you pass time values and distance values to the correct parameters) then the real guts are all in a base class that omits the distinctiveness.
If it's an array bound or other type difference that can be managed at run-time, then again the base class or an adapter/proxy can do it at run-time. More generally a compile-time constant that doesn't affect the class layout can be known at run-time with the same effect, just less optimization.
From your example, that it is sensible to make the pin a constructor argument, the class could be implemented in the normal way with run-time configuration. Why is it a template? Presumably for compile-time checking to keep separate things separate. That doesn't cause them to work in different ways, so you want that compile-time part to be optional. So, this is a case where a base class does the trick:
class AnyPin
{
public:
AnyPin (int pin); // run-time configuration
};
template <int pin>
class Pin : public AnyPin { ⋯ };
Now you can write functions that take AnyPin, or write functions that take Pin<5> and get compile-time checking.
So just what does pin do to the class, in terms of its layout and functionality? Does it do anything that makes it unacceptable to just implement it as a run-time constructor value?
You ask that we don't inquire as to what you're trying to do, but I must say that templates have certain features and benefits, and there must be some reason for making it a template. Speaking simply in language-centric terms, did I miss something with the above analysis? Can you give a C++-programming reason for wanting it to be a template, if my summary didn't cover it? That may be why you didn't get any answers thus far.

Template function for collection based on member

I have the following structures
struct Obj
{
int a;
int b;
};
class ObjCollection
{
map<int,Obj> collMap;
public:
string getCsvA();
string getCsvB();
};
getCsvA returns a csv of all the a values in the objects of collMap. getCsvB returns the same for all the b values.
Is there a way I can template this function? The reason it becomes complicated for me is that i cannot pass the address of which member i want to generate the csv for, from outside this class ie from my client code. Is there a way to do this?
Note: I can not use C++11.
This looks like you need a function as a parameter to getCsv rather than templates:
Declare the function as string getCsv(int (*selectMember)(Obj)). Furthermore use selectMember([...]) wherever you would have used [...].a in getCsvA.
Now you can call getCsv providing a method returning the right field of Obj, for example:
int selectA(Obj o)
{
return o.a;
}
While a bit inelegant, if you've just a couple fields you can reasonably have getCsvA and getCsvB call a getCsv(A_or_B a_or_b) function, given enum A_or_B { A, B };, then inside getCsv when you you're iterating over collMap say int value = (a_or_b == A) ? iterator->a : iterator->b;, then you put that value into your csv string. Easier than worrying about pointers to member data, functors or templates: when you're comfortable with this level of programming, then you can worry about more abstract approaches (hopefully you'll have C++11 available then, as lambdas are nice for this).
The skeleton of code that you have actually looks okay. It's generally a bad idea to parameterize things that aren't necessary to parameterize. Templates are the most powerful way, but they should really be used with equal discretion.
By adding parameters, you add more opportunities for incorrect code (incorrect function pointer, null pointer, etc...). Using function pointers or virtual methods also creates more difficulty for the compiler in optimizing, since the code executing generally has to be resolved at runtime.
If you were using C++11 instead of C++03 though, using a std::tuple instead of a naked struct would probably make sense, and you would get a templated function as a bonus.
#include <utility>
template<typename... Ts>
class TupleCollection {
public:
template<std::size_t I>
std::string getCsv() {
for (const auto& p : collMap) {
std::string v = static_cast<std::string>(std::get<I>(p.second));
...
}
}
private:
std::map<int, std::tuple<Ts...>> collMap;
};
Then getting the CSV for the relevant field in a compile time safe way would be
tc.getCSV<0>();
tc.getCSV<1>();

Bad practice to use function pointers to members of a class T as parameters in functions of a template class<T>?

First off, sorry for the title. I couldn't really condense what I'm trying to ask into one phrase :(
I was reading this post, and it somehow got me thinking on function pointers. Specifically, I was wondering why it's "bad" (or, at least, rarely seen) to pass class member functions as function parameters, and then use that pointer on an existing object within that function.
Let's assume I have a template class "Container", which stores a single variable of type T and provides a method to get a const reference to this variable.
template<class T>
class Container {
public:
Container(T anObject) {
m_data = anObject;
}
const T& getData() const {
return m_data;
}
private:
T m_data;
};
Now, I would like to be able to execute member functions of T on m_data, but I don't want to make getData() non-const because that would enable all kinds of other mischief with the returned reference. My solution is to add a new public function, modifyData(...), to Container, which takes a function pointer to a member function of T as a parameter and executes it on m_data; like so:
// ...
void modifyData( void(typename T::*funcptr)(void) ) {
(m_data.*fptr)();
}
// ...
As-is, this will crash and burn if T is a pointer. For testing, I just created a specialized template for Container<T*> to address this, but I'm sure there would be a more elegant way.
A very construed example shows that this seems to work as intended:
// example class to be used with Container
class Data {
public:
Data() {m_count = 0; }
void incrementCount() { m_count++; }
int getCount() const { return m_count; }
private:
int m_count;
};
// ... in main.cpp:
Data dat;
Container<Data*> DCont(dat);
std::cout << cl.getData()->getCount() << std::endl; // outputs 0
DCont.modifyData<Data>(&Data::incrementCount);
std::cout << cl.getData()->getCount() << std::endl; // outputs 1
// compiler catches this:
// DCont.modifyData<SomeOtherClass>(&Data::incrementCount);
// this probably does something bad:
// DCont.modifyData<SomeOtherClass>(&SomeOtherClass::someFunc);
Now, instinctively this just seems like a horribly twisted way of doing things, and I've never seen code that works like this. But my question is, is there a performance/security reason why something like this is bad, or is it something that's just considered bad practice? If it's "just" bad practice, then why is that?
Obvious limitations that I could think of are that something like
// DCont.modifyData(&SomeOtherClass::someFunc);
will probably crash at runtime, but I think that could be addressed by checking the type of U against T in incrementData(). Also, as it is, modifyData only accepts void (*)() functions, but this could probably be addressed with variadic templates.
This example is obviously very construed and not implemented so well, but I think (hope?) it's good enough to explain what I'm talking about.
Thanks!
EDIT: There seems to be some confusion as to what the question is. Basically, this is the scenario I'm talking about: You have a bunch of classes from some library that you're trying to store in the container, and another function that generates certain containers; Now, you want the user to be able to call existing member functions on the objects within these containers, but not to modify the actual objects (like when returning a non-const reference with the getter). An actual implementation would probably use some sort of variadic template to be useful, but I need to think that through some more before posting example code.
In short, I'd like to limit a user's access to container members to only member functions of that member. Is there an easier way of doing this, or does this way not work in the way I was intending?
I don't have any problem with your architecture - I don't see it as bad practice. To me it seems quite a laborious way to protect data and doesn't really help you much in that the user can use any void function to modify the contained data which isn;t really a contract on what can and can't be changed.
I think the reason this construct is so rarely seen is that your requirement and goals of the container class are unusual.

lambda as template parameter with access to 'this' pointer?

I have to create objects of three-four classes, all inherited from one base class, but some of the objects need to have different behavior - like complete change of one function; I can do this through more inheritance and polymorphism, but it doesn't seem like a good idea.
My first solution was to use specialized templates(for every nonstandard case), but then I have though about lambdas as template parameter(like here: Can we use a lambda-expression as the default value for a function argument? ) and use them instead class method(like here: C++11 lambda and template specialization ) - for me it's much better solution, because I only have to pass lambda for every weird situation:
auto default_lambda = [&]() -> int {return this->Sth;};
template<typename functor = decltype(default_lambda)>
class SomeClass{
...
Problem is with this pointer - method which I want to change need access to non-static methods and lambda is defined outside of non-static method. Moreover, I can't pass reference to class to lambda, because it's a template class(or maybe I'm wrong?).
Of course, I can use specialized template or just function pointers, but I really like solution with lambdas and I consider it much more fine than my other ideas.
Is there any way to "avoid" this problem? Or maybe my idea was bad all along?
There are at least three obvious problems with your approach:
The class SomeClass won't get access to private members, i.e. use of this is out of question.
You attempt to bind this from the context but there is no context i.e. nothing bind to. You will have to pass the object to dealt with a function parameter.
You only specified a type of the function object but no instance, i.e. you won't be able to use it later.
That said, it seems you could just use the type of a custom function object type rather than some lambda function (sure, this is absolutely unsexy but in return it actually works):
struct default_lambda {
template <typename T>
int operator()(T const& o) const { return o.x(); }
};
template <typename F = default_lambda>
class SomeClass {
...
};
If you need complete change of one function, you have two choices:
One virtual function, using perhaps local classes + type erasure if you have many such objects and you don't want to create many namespace scope types:
std::function, which can be rebound later if you wish.
Example code for the first solution (you can even make this a template):
std::unique_ptr<my_base2> get_an_object()
{
class impl : public my_base2
{
void my_virtual_function() { blah blah; }
};
return std::unique_ptr<my_base2>(new impl);
}
Both are generally superior to templates in this situation (but without context it is hard to tell).