Checking whether there is only one instance of class at compile time - c++

I'm developing a class for my AVR cpu.
The class is going to handle all port related operations like Set, Read, etc;
Constructor looks like:
(...)
public:
Port(volatile uint8_t * DDR, volatile uint8_t * PORT);
(...)
And it is constructed at the beginning of the main():
int main()
{
Port PortA(&DDRA, &PORTA);
(...)
}
Now I want to make sure that nowhere else in the program object with same parameters would be constructed. It is sure that I cannot create array or map to find it out and throw an exception. It must be done at compile time. So basicly I want to force avr-g++ to check if any other Port(the same first parameter OR the same second parameter) exists in current project.
All functions uses pointers / references to Port objects.

How about the following?
The address of the pointers has to be known at compile-time.
template<int *p>
class Tester
{
public:
static Tester& GetInstance()
{
static Tester t;
return t;
}
private:
Tester() {}
};
int i;
int main()
{
Tester<&i>& t = Tester<&i>::GetInstance();
}

If you only want one instance of a class, then why use classes? The whole purpose of classes, is that you can have multiple intances. Just stick to global variables and free functions.

This is not pretty, but it does get the job done. 10 years experience says embedded work tends to be like this at times. :/
I tested this with a simple class under MSVC, you'll have to adapt for your needs, but it does demonstrate the principle.
Declare your class like this in the header:
class t
{
public:
#ifdef ALLOW_CTOR
t(int i);
~t();
#endif
int get();
private:
int m_i;
};
Then in exactly one file add the line:
#define ALLOW_CTOR 1
include the header file, declare your port instances as file scope variables, and then implement all the class methods of your class, ctor, dtor, accessors, etc.
If you do not place ALLOW_CTOR line in other source files, they can still use the accessor methods in your class, but they can't use the constructor. In the absence of the correct constructor, MSVC complains because it tries to use the default copy constructor, but since the parameter lists don't match, it fails. I suspect the compiler you're using will fail in some way, I'm just not sure exactly what the failure will be.

#Neil Kirk
If failure to provide a declaration of a ctor at all for a compilation unit leads to undefined behavior, then there are ways to solve that.
class t
{
#ifdef ALLOW_CTOR
public:
#else
private:
#endif
t(int i);
public:
~t();
int get();
private:
int m_i;
};
marks the ctor as public in one, but private in all other compilation units, leading to a well defined error: the inability to access a private member function.

Related

C++ - initializing variables in header vs with constructor

Regarding the following, are there any reasons to do one over the other or are they roughly equivalent?
class Something
{
int m_a = 0;
};
vs
class Something
{
int m_a;
Something(int p_a);
};
Something::Something(int p_a):m_a(p_a){ ... };
The two code snippets you posted are not quite equal.
class Something
{
int m_a = 0;
};
Here you specify the value with which to initialise, i.e. 0, at compile time.
class Something
{
int m_a;
Something(int p_a);
};
Something::Something(int p_a):m_a(p_a){ ... };
And here you do it at run time (or possibly at run time), with the value p_a not known until the constructor is called.
The following piece of code comes closer to your first example:
class Something
{
int m_a;
Something();
};
Something::Something() : m_a(0) { /* ... */ };
What you have to consider here is that in the first case, the value appears directly in the class definition. This may create an unnecessary dependency. What happens if you need to change your 0 to 1 later on? Exposing the value directly in the class definition (and thus, usually, in a header file) may cause recompilation of a lot of code in situations where the other form of initialisation would avoid it, because the Something::Something() : m_a(0) part will be neatly encapsulated in a source file and not appear in a header file:
// Something.h - stable header file, never changed
class Something
{
int m_a;
Something();
};
// Something.cpp - can change easily
Something::Something() : m_a(0) { /* ... */ };
Of course, the benefits of in-class initialisation may vastly outweigh this drawback. It depends. You just have to keep it in mind.
The first form is more convenient if you have more than one constructor (and want them all to initialise the member in the same way), or if you don't otherwise need to write a constructor.
The second is required if the initialiser depends on constructor arguments, or is otherwise too complicated for in-class initialisation; and might be better if the constructor is complicated, to keep all the initialisation in one place. (And it's also needed if you have to support pre-C++11 compilers.)
The first form is new to C++11 and so at this point isn't terribly well supported, especially if you need to support a variety of older compilers.
Otherwise they should be roughly equivalent when a C++11 compiler is available.
Elaborating on Christian Hackl's answer.
The first form allows to initialize m_a and have a default c'tor at the same time. Or you can even be explicit in your code and define a constructor with the default keyword:
class Something
{
int m_a = 0;
// explicitly tell the compiler to generate a default c'tor
Something() = default;
};
With the second form, an auto-generated default c'tor would leave m_a uninitialized, so if you want to initialize to a hard-coded value, you have to write your own default c'tor:
class Something
{
int m_a;
// implement your own default c'tor
Something() : m_a(0) {}
};
class Something
{
int m_a = 0;
};
is equivalent to
class Something
{
int m_a(0);
};
So, doing
class Something
{
int m_a;// (0) is moved to the constructor
public:
Something(): m_a(0){}
};
yields a uniform syntax for initialization that requires or does not require run-time input.
Personally I don't like the first form because it looks like an "declaration then assignment", which is complete misconception.
If you change the code like what Christian did to make them do the same thing. Now it is a tradeoff between compile-time optimization (which Christian explained completely) and run-time optimization.
class Foo{
public:
Vector<double> vec1;
.
.
.
Vector<double> vecN;
}
Imagine you have to initialize each vector by some predefined doubles. If the program must instantiate many and many objects of this class, it is better to initialize the vectors in the header file to make the user happy by reducing the run-time!
Even though it's supported, this type of initialization will create bugs that will be pretty hard to track down. It's the type of "aesthetic optimization" that you will regret a couple months down the road.
See the example below:
class_x_1.h:
class X
{
private:
int x = 10;
public:
int GetX();
};
class_x_2.h:
class X
{
private:
int x = 20;
public:
int GetX();
};
class_x.cpp:
#include "class_x_1.h" // implementation uses the version that initializes x with 10
int X::GetX()
{
return x;
}
main.cpp:
#include "class_x_2.h" // main includes definition that initializes x with 20
#include <iostream>
int main()
{
X x;
std::cout << x.GetX() << std::endl;
return 0;
}
Output:
20
As expected, it will return 20 because this is the version that initializes x with 20. However, if you go to the implementation of X, you might expected it to be 10.

Making subclasses that can call on each other's shared member variables

I'm new to C++ and I'm having trouble with this. So I'm trying to make classes that can call on each other's fields using a generic subclass.
Basically, I'm trying to make a game where there is a generic type and three types that have strengths/weaknesses against each other. I only really have experience in Java, and the translation to c++ for this kind of thing isn't clicking for me
Generic type splits into three types: type 1, type 2, type 3.
Generic type needs to be concrete
In the generic type there are fields attack, defense, hitpoints
types 1, 2, and 3 all inherit these fields.
I'm trying to make a virtual function in the generic class:
virtual void attack(Generic* g);
Problem is, when I try to make type_1.attack(generic) for example, I want to do g->hitpoints to get generic's hitpoints, but it just doesn't seem to work like that in C++.
Additionally, I know I must be doing something wrong, because type 1, 2 and 3 all include the generic type's header, but if I want to include those 3 headers in main.cpp, it'll give me an error for declaring generic 3 separate times.
How would I go about doing this?
Sorry this is a very specific question and it's a little bit vague. Please let me know if I need to clarify anything
Edit: Here is the basic setup of what I'm talking about
//in generic.h
class Generic {
protected:
int hitpoints;
int strength;
int defense;
public:
virtual void attack(Generic* g);
};
//type1.h
#include 'generic.h'
class Type1 : public Generic {
void attack (Generic* g);
};
//in type1.cpp
void Type1::attack(Generic*g) {
g->hitpoints = strength - g->defense;
}
An object can access its own protected members that are inherited from a base class. But an object cannot access another object's protected members. That is the difference between private vs protected - private members can only be accessed by the class that declares them, but protected members can be accessed by the declaring class and its descendants. Both are still private to outside code, though.
To do what you are attempting, hitpoints needs to be public.
type 1, 2 and 3 all include the generic type's header, but if I want to include those 3 headers in main.cpp, it'll give me an error for declaring generic 3 separate times.'
You need to make sure that the class is declared only once. This is usually done with guards in the .h file:
//generic.h
#ifndef GENERIC_H
#define GENERIC_H
//all declarations go here
#endif /* GENERIC_H */
When you type #include "generic.h", the C++ processor will basically just paste the contents of foo.h. Since you included it thrice (via the includes for classes Type1, Type2 and Type3, that each include generic.h), the class is delcared three times.
You should do something like this:
// generic.h
#pragma once
class Generic {
protected:
int hitpoints_;
int strength_;
int defense_;
void do_damage(Generic* g, int damage) { g->hitpoints_ -= damage; }
public:
virtual void attack(Generic* g) = 0;
int hitpoints() const { return hitpoints_; }
int strength() const { return strength_; }
int defense() const { return defense_; }
};
// type1.cpp
void Type1::attack(Generic* g) {
do_damage(g, strength_ - g->defense());
}
To avoid your second problem (a class defined multiple times), there is something called include guards (they guard you from including the same file several times). It works like this way:
// File: type1.h
// At the very beginning
#ifndef type1_h
#define type1_h
// Here come the rest of your file and, at the end:
#endif
This way, the contents of the file are only included once, because after that type1_h will be defined, so everything will be skipped. This may be the only use of #define that is universally accepted in C++.
As for your first problem, protected means that derived classes can read that member for themselves or objects of their own class, but nobody else. This includes that derived classes cannot read that member for objects belonging to another class, including the base class itself. I'm afraid you'll have to rethink your design.
The best that you can do is just changing the privacy of the protected members or, even better, provide public accessors and keep the data members private. public data members are seldom a good idea in classes (structs are a different thing):
class Generic {
private:
int hitpoints;
int strength;
int defense;
public:
virtual void attack(Generic* g);
void SetHitpoints(int hp) {hitpoints = hp;}
int GetDefense() {return defense;}
};
The meaning of protected for data members is subtly different from what you might expect. When you have a class A with a protected data member d and a class B that inherits from A (with public inheritance), then B's member functions can access d – but only on objects of type B, not on any object of type A. If that seems confusing, a code example will hopefully make it clearer:
class A {
protected:
int d;
};
class B : public A {
void fine(B& b) { b.d = 0; }
void wrong(A& a) { a.d = 0; }
};
int main() { }
As the names indicate, the assignment in functions fine is ok, but you'll get a compiler error for the one in wrong if you try to compile the code. The best way to deal with this is probably to make the data members private and write protected member functions that operate on them, as in abyss.7's answer.
For the double inclusion problem, use either include guards or #pragma once.

Design a class/type with only 1 possible instance - C++

I would like to have a class T that can generate only 1 instance in the whole program.
Now i know about std::unique_ptr but there are 2 problems:
it's limited to a scope ( but it's not a big issue ... )
it needs to be explicitly used, meaning that it's not part of the class or the type, it's just and handler and a special pointer, but it does not modify the design of my class.
now i would like to have class T designed in a way that not even by mistake the user can declare 2 instances in the same program and i can't rely on the fact that my user will declare an std::unique_ptr for T because i want to solve this by design.
right now i'm only thinking about how to make an implicit use of an unique_ptr in an elegant way, the problem is that i do not have any clue at the moment.
the other way around is to check if this class is handled by an unique_ptr but this check will make me lose an edge in terms of performances.
since having only 1 instance is really important, i see only 2 options in my case: 1) trying to solve this by design 2) throwing errors at compile time with some sort of check/macro.
I know that this looks trivial but with a design approach it's not, at least for me, so please help.
What you're looking for is called the Singleton pattern, and while it is widely considered by many (myself included) to be an anti-pattern, I will nonetheless show you the basic elements needed to build one.
Basically what you need to do is provide three things:
A static method which "gets" the one and only instance
A private constructor, so that nobody can ever instantiate it
(optional) A means by which the one and only instance is created before main starts
Here's the essential code:
class Singleton
{
public:
Singleton& get()
{
static Singleton me_;
return me_;
}
private:
Singleton() {};
};
I leave it to you to discover how to implement #3 above, and why you shouldn't be using a Singleton in the first place -- there are many reasons.
This is typically referred to as a Singleton.
See http://en.wikipedia.org/wiki/Singleton_pattern
The typical trick in C++ is to have a function which returns the singleton instance by reference, and make the constructor private.
Something like:
#include <iostream>
using namespace std;
class Foo
{
private:
Foo() : a(3) { a++; }
static Foo singleton;
int a;
public:
static Foo& getFoo() { return singleton; }
void doStuff() { cout<<"My a is: "<<a<<endl; }
};
Foo Foo::singleton;
int main(int argc, char** argv)
{
Foo::getFoo().doStuff();
Foo &foo = Foo::getFoo();
foo.doStuff();
//uncomment below to cause compile error
//Foo foo2;
}
Note that in real code you'll split this up into a header and a cpp file. In that case the
Foo Foo::singleton;
part must go in the cpp file.
You could have at least
static int count;
assert(count == 0);
count++;
in the constructor(s) of the singleton class. This don't ensure at compile time that your class is singleton, but at least it checks that at runtime.
And you could also make the constructor private, and have a static member function returning (once) a pointer to your instance, perhaps something like
class Singleton {
private:
Singleton() {
static int count;
assert(count == 0);
count++;
};
Singleton(Singleton&) = delete;
public:
static Singleton* the_instance() {
static Singleton* it;
if (!it) it = new Singleton();
return it;
}
};

Configuration structs vs setters

I recently came across classes that use a configuration object instead of the usual setter methods for configuration. A small example:
class A {
int a, b;
public:
A(const AConfiguration& conf) { a = conf.a; b = conf.b; }
};
struct AConfiguration { int a, b; };
The upsides:
You can extend your object and easily guarantee reasonable default values for new values without your users ever needing to know about it.
You can check a configuration for consistency (e.g. your class only allows some combinations of values)
You save a lot of code by ommiting the setters.
You get a default constructor for specifying a default constructor for your Configuration struct and use A(const AConfiguration& conf = AConfiguration()).
The downside(s):
You need to know the configuration at construction time and can't change it later on.
Are there more downsides to this that I'm missing? If there aren't: Why isn't this used more frequently?
Whether you pass the data individually or per struct is a question of style and needs to be decided on a case-by-case basis.
The important question is this: Is the object is ready and usable after construction and does the compiler enforce that you pass all necessary data to the constructor or do you have to remember to call a bunch of setters after construction who's number might increase at any time without the compiler giving you any hint that you need to adapt your code. So whether this is
A(const AConfiguration& conf) : a(conf.a), b(conf.b) {}
or
A(int a_, int b_) : a(a_), b(b_) {}
doesn't matter all that much. (There's a number of parameters where everyone would prefer the former, but which number this is - and whether such a class is well designed - is debatable.) However, whether I can use the object like this
A a1(Configuration(42,42));
A a2 = Configuration(4711,4711);
A a3(7,7);
or have to do this
A urgh;
urgh.setA(13);
urgh.setB(13);
before I can use the object, does make a huge difference. Especially so, when someone comes along and adds another data field to A.
Using this method makes binary compatibility easier.
When the library version changes and if the configuration struct contains it, then constructor can distinguish whether "old" or "new" configuration is passed and avoid "access violation"/"segfault" when accessing non-existant fields.
Moreover, the mangled name of constructor is retained, which would have changed if it changed its signature. This also lets us retain binary compatibility.
Example:
//version 1
struct AConfiguration { int version; int a; AConfiguration(): version(1) {} };
//version 2
struct AConfiguration { int version; int a, b; AConfiguration(): version(2) {} };
class A {
A(const AConfiguration& conf) {
switch (conf.version){
case 1: a = conf.a; b = 0; // No access violation for old callers!
break;
case 2: a = conf.a; b = conf.b; // New callers do have b member
break;
}
}
};
The main upside is that the A object can be unmutable. I don't know if having the AConfiguration stuct actualy gives any benefit over just an a and a b parameter to the constructor.
Using this method makes binary compatability harder.
If the struct is changed (one new optional field is added), all code using the class might need a recompile. If one new non-virtual setter function is added, no such recompilation is necessary.
I would support the decreased binary compatibility here.
The problem I see comes from the direct access to a struct fields.
struct AConfig1 { int a; int b; };
struct AConfig2 { int a; std::map<int,int> b; }
Since I modified the representation of b, I am screwed, whereas with:
class AConfig1 { public: int getA() const; int getB() const; /* */ };
class AConfig2 { public: int getA() const; int getB(int key = 0) const; /* */ };
The physical layout of the object might have change, but my getters have not and the offset to the functions have not either.
Of course, for binary compatibility, one should check out the PIMPL idiom.
namespace details { class AConfigurationImpl; }
class AConfiguration {
public:
int getA() const;
int getB() const;
private:
AConfigurationImpl* m_impl;
};
While you do end up writing more code, you have the guarantee here of backward compatibility of your object as long as you add supplementary methods AFTER the existing ones.
The representation of an instance in memory does not depend on the number of methods, it only depends on:
the presence or absence of virtual methods
the base classes
the attributes
Which is what is VISIBLE (not what is accessible).
And here we guarantee that we won't have any change in the attributes. The definition of AConfigurationImpl might change without any problem and the implementation of the methods might change too.
The more code means: constructor, copy constructor, assignment operator and destructor, which is a fair amount, and of course the getters and setters. Also note that these methods can no longer be inlined, since their implementation are defined in a source file.
Whether or not it suits you, you're on your own to decide.

simulate virtual constructor in c++

In my application I have to derive some classes from a base one, the problem is that I want to enforce the derived classed to have 3 particular constructor implementation. As c++ don't have virtual pure constructor, it seemed quite desperate (I had to check manually each class implementation to ensure that the particular ctors are implemented, not quite fun to do).
Yesterday I found a crazy way to simulate the comportment of a virtual ctor:
template <class T>
class AbstractEnforcer{
protected:
AbstractEnforcer(){}
private:
static void Enforcer(){
delete new T();
delete new T(*(new unsigned int));
delete new T(*(new unsigned int, *(new QString));
}
}
class AbstractClass : private AbstractEnforcer<AbstractClass>{
}
the only inconvenience with this approach is that I have to to declare all derived class with the syntax:
class X : private AbstractEnforcer<X>
And even if it's not a problem; because the Enforcer() methode never get called (and even so it does nothing [hope so!!!])
My question is:
"is there any mean (not with macros) to force the derived class to use this mechanism without parametrazing the AbstractClass (because this will work in only one level of derivation"
template <class T>
class AbstractClass : private AbstractEnforcer<T>{
}
Your solution does not solve the problem since templated code that isnt used is not instantiated, and thus unless you manually invoke this function - it will not verify the existence of the wanted constructors.
What you can do is have this method called from the constructor of your enforcer:
template <class T>
class AbstractEnforcer{
protected:
AbstractEnforcer(){ Enforcer(); }
private:
static void Enforcer(){
delete new T();
delete new T(*(new unsigned int));
delete new T(*(new unsigned int, *(new QString)));
}
// disable:
AbstractEnforcer (const AbstractEnforcer &enf);
};
class AbstractClass : private AbstractEnforcer<AbstractClass>{
};
int main () {
AbstractClass c;
}
Then, the compiler complains - mission accomplished.
Note that I've disabled the copy constructor so that there will be no way to bypass that check (by calling a different constructor).
Edit - Non leaking Enforcer(): [As there's absolutly no need to use dynamic allocations there..]
static void Enforcer(){
T t1();
T t2(int(3));
T t3(int(4), QString());
}
See this page in the C++ FAQ.
What I would do is something like this:
class AbstractClass {
public:
virtual AbstractClass* create() const = 0;
virtual AbstractClass* create(unsigned int) const = 0;
virtual AbstractClass* create(unsigned int, QString) const = 0;
};
Then each of the derived classes would be forced to override these functions, which should create new objects with different constructors.
From this comment to one of the answers I think that you do not really want to achieve what you are asking here, but rather a different thing. The comment I refer to is:
Part 1:
I knew that we can't have a virtual
constructor and I don't want to have
one, my purpose is to a compiler
static code checking that will alert
me if I forgot to implement a specific
constructor prototype.
Part 2:
My project is a
plugin like dynamic loading system and
I have in some way enforce the ctors
prototypes implementation of the third
party code.
What you are asking in the question is 1, and you can enforce it in different ways, just read some of the answers, or take a look at metaprogramming examples and the boost::type_traits library.
Now, if what you really want is part 2: provide a dynamic loading plugin mechanism then you do not need to enforce the constructors, but a common interface both for the plugin objects and the creation of the plugin objects. There is no way of instantiating an instance of an object of unknown (at compile time) object, and that means that you will not be able to call the constructors from your code. I would suggest
// Interface:
class plugin {
public:
virtual void operation() = 0;
};
class plugin_factory {
public:
virtual plugin* create() = 0;
virtual plugin* create( unsigned int ) = 0;
virtual plugin* create( unsigned int, QString const & ) = 0;
};
Users will need to provide the implementation of a plugin and the factory that creates them. They will probably need to implement a point of entry for their library so that you can get access to the factory (or so they can register their factory within your system, or else I would suggest using a library for these purposes (boost::extension seems like a place to look at)
I'd probably just have a template for generating a test:
template <typename T>
void enforceConstructors() {
T t1;
T t2(0);
QString q;
T t3(0, q);
}
Then somewhere in your tests, do:
enforceConstructors<X>();
enforceConstructors<Y>();
enforceConstructors<Z>();
Those might be all together, or in separate places for each of the classes X, Y, Z. Depends how you want to organise your tests.
If the values I used aren't suitable, either put in some values which are, or else compile that test but don't run it. If you don't have unit tests either get some, or else add the following to the class (instead of inheriting from the base class):
#ifndef NDEBUG
static void test() { enforceConstructors<X>(); }
#endif
You don't usually need to make constructors part of an interface defined by an abstract base class. The reason is that such interfaces are for dynamic polymorphism - you pass an object to some function, and it calls functions on it. You can't "pass" a class to a function and have it instantiate the class other than with templates. Templates mostly enforce their interfaces at compile time anyway - if you instantiate the template and it uses the constructor, then the constructor has to be there.
If you forget to implement the constructor but use it in your code, you will get a compilation error. For example:
Base * p = new Derived( 42 );
will be a compile-time error if the Derived(int) constructor is not provided - the Base constructor will not be used.
I finally adopted this solution, but not quit convienced:
#ifdef NDEBUG
#ifndef ENFORCE_CTORS
#define ENFORCE_CTORS(enforcingTemplate, enforcedClass) \
friend void enforcingCtors(){static enforcingTemplate<enforcedClass> _enforcer;}
#endif
template<class T>
class AbstractEnforcer : T{
public:
explicit AbstractEnforcer(){
T enforcedCtor0( );
T enforcedCtor1( *(new unsigned int) );
T enforcedCtor2( *(new unsigned int), *(new QString) );
T enforcedCtor3( *(new unsigned int), *(new float ) );
}
};
#endif
and in each class that I wan't to enforce I just add like this:
class X{
ENFORCE_CTORS(AbstractEnforcer, X);
/*
.....
*/
}
I didn't find any other way to inject this code dynamically in a class. And I may been unclear about the final purpose of the operation (sorry for my terrible English).