C/C++: Should serialization methods be class members? - c++

Suppose we have a complex (i.e. non-primitive) class ComplexObject defined below:
class A{...};
class B{...};
class C{...};
class ComplexObject
{
private:
A _fieldA;
B _fieldB;
C _fieldC;
};
I would like to implement a serializer that serializes instances of ComplexObject into binary form. From my experience in C#, I have seen essentially 3 distinct ways to implement a serializer.
Define a serialize(binarystream&) method in ComplexObject's definition and those of the "child" classes, A, B, and C. The serialize method defined in ComplexObject will recursively call those of the child members.
Create a separate class that contains methods to serialize each of ComplexObject, A, B, and C. The method used to serialize ComplexObject will recursively call those of the child members. Of course, getters will have to be defined in the classes to retrieve private fields for the serializer.
Use reflection to generate a template of the object and to write all serializable fields into a table according to the generated template.
Unfortunately I believe reflection will be extremely hard to utilize in C++, so I shall stay away from the third option. I have seen options 1 and 2 both been used very often (in C#).
An advantage that option 1 possess over option 2 is that it allows for classes that derive from ComplexObject, by marking the serilalize(binarystream&) method virtual. However, it would add to the list of member functions of an object and confuse programmers. You don't see a serialize method being defined in std::string, do you?
On the other hand, option 2 takes out and groups all serialization methods together to make things a bit neater. However, I suppose it isn't as easy to accommodate for derived classes of ComplexObject.
Under which circumstances should each of the options (1 and 2) be used?

I choose "both". Serialization has components in the object and (templated) free standing functions.
For example:
class Serialization_Interface
{
public:
virtual void load_from_buffer(uint8_t*& buffer_ptr) = 0;
};
void Load_From_Buffer(unsigned int& number, uint8_t*& buffer_pointer)
{
number = *((unsigned int *) buffer_ptr);
buffer_pointer += sizeof(unsigned int);
}
template <class Object>
void Load_From_Buffer(Object& obj, uint8_t*& buffer_pointer)
{
obj.load_from_buffer(buffer_pointer);
}
Don't limit yourself to two choices. There's always a third alternative. :-)
Also, don't reinvent the wheel, check out Boost::serialization.

C++ doesn't have reflection, but that doesn't mean serialization code needs to be written by hand.
You can use a code generator (for example, protocol buffers) to create the serialization code from a simple description. Of course, that description format doesn't support the rich C++ features for creating your public API, but you can take the data structure type created by the code generator and embed that inside your "real" class, either directly embedded or via pimpl. That way you write all non-serialization behavior in your class, but it doesn't have any data of its own, it relies on the serialization object to store the data.
It's basically like your method #2, but applying inversion of control. The serializer logic doesn't reach into your class to get access to the data, instead it becomes responsible for storing the data where your class also can use it.

I wold not bother with self-made serializer.
(Notice that designing deserialization is harder than serialization...)
I would rather use something line:
https://code.google.com/p/protobuf/
http://android-developers.blogspot.com/2014/06/flatbuffers-memory-efficient.html
or boost (you can also check how they solved similar problem)
http://www.boost.org/doc/libs/1_56_0/libs/serialization/doc/index.html
Getting back to your dilemma.
Grouping all serialization code in a single class is a bad idea, because this class would grown with each new serializable object. You could use friend "serializer" class for each "serializable" class,
or use friend method / operator<<.
But there is no perfect solution and it is not easy task. If you can, use lib.

Related

C++ design issue. New to templates

I'm fairly new to c++ templates.
I have a class whose constructor takes two arguments. It's a class that keeps a list of data -- it's actually a list of moves in a chess program.
I need to keep my original class as it's used in other places, but I now need to pass extra arguments to the class, and in doing so have a few extra private data members and specialize only one of the private methods -- everything else will stay the same. I don't think a derived class helps me here, as they aren't going to be similar objects, and also the private methods are called by the constructor and it will call the virtual method of the base class -- not the derived method.
So I guess templates are going to be my answer. Just looking for any hints about how might proceed.
Thanks in advance
Your guess is wrong. Templates are no more the answer for your problem than inheritance is.
As jtbandes said in comment below your question, use composition.
Create another class that contains an instance of your existing class as a member. Forward or delegate operations to that contained object as needed (i.e. a member function in your new class calls member functions of the contained object). Add other members as needed, and operations to work with them.
Write your new code to interact with the new class. When your new code needs to interact with your old code, pass the contained object (or a reference or a pointer to it) as needed.
You might choose to implement the container as a template, but that is an implementation choice, and depends on how you wish to reuse your container.
Templates are used when you want to pass at compile time parameter like values,typenames, or classes. Templates are used when you want to use exactly the same class with the same methods, but applying it to different parameters. The case you described is not this I think.
If they aren't goign to be similar objects you may want to create a specialized class (or collections of function) to use from the various other classes.
Moreover you can think of creating a base class and extending it as needed. Using a virtual private method should allow you to select the method implementation of the object at runtime instead of the method of the base class.
We may help you more if you specify what does they need to share, what does your classes have in common?
The bare bones of my present code looks like this:
class move_list{
public:
move_list(const position& pos, unsigned char ply):pos_(pos),ply_(ply){
//Calculates moves and calls add_moves(ply,target_bitboard,flags) for each move
}
//Some access functions etc...
private:
//private variables
void add_moves(char,Bitboard,movflags);
};
Add_moves places the moves on a vector in no particular order as they are generated. My new class however, is exactly the same except it requires extra data:
move_list(const position& pos, unsigned char ply,trans_table& TT,killers& kill,history& hist):pos_(pos),ply_(ply),TT_(TT),kill_(kill),hist_(hist) {
and the function add_moves needs to be changed to use the extra data to place the moves in order as it receives them. Everything else is the same. I guess I could just write an extra method to sort the list after they have all been generated, but from previous experience, sorting the list as it receives it has been quicker.

Is there any way to avoid declaring virtual methods when storing (children) pointers?

I have run into an annoying problem lately, and I am not satisfied with my own workaround: I have a program that maintains a vector of pointers to a base class, and I am storing there all kind of children object-pointers. Now, each child class has methods of their own, and the main program may or not may call these methods, depending on the type of object (note though that they all heavily use common methods of the base class, so this justify inheritance).
I have found useful to have an "object identifier" to check the class type (and then either call the method or not), which is already not very beautiful, but this is not the main inconvenience. The main inconvenience is that, if I want to actually be able to call a derived class method using the base class pointer (or even just store the pointer in the pointer array), then one need to declare the derived methods as virtual in the base class.
Make sense from the C++ coding point of view.. but this is not practical in my case (from the development point of view), because I am planning to create many different children classes in different files, perhaps made by different people, and I don't want to tweak/maintain the base class each time, to add virtual methods!
How to do this? Essentially, what I am asking (I guess) is how to implement something like Objective-C NSArrays - if you send a message to an object that does not implement the method, well, nothing happens.
regards
Instead of this:
// variant A: declare everything in the base class
void DoStuff_A(Base* b) {
if (b->TypeId() == DERIVED_1)
b->DoDerived1Stuff();
else if if (b->TypeId() == DERIVED_2)
b->DoDerived12Stuff();
}
or this:
// variant B: declare nothing in the base class
void DoStuff_B(Base* b) {
if (b->TypeId() == DERIVED_1)
(dynamic_cast<Derived1*>(b))->DoDerived1Stuff();
else if if (b->TypeId() == DERIVED_2)
(dynamic_cast<Derived2*>(b))->DoDerived12Stuff();
}
do this:
// variant C: declare the right thing in the base class
b->DoStuff();
Note there's a single virtual function in the base per stuff that has to be done.
If you find yourself in a situation where you are more comfortable with variants A or B then with variant C, stop and rethink your design. You are coupling components too tightly and in the end it will backfire.
I am planning to create many different children classes in different
files, perhaps made by different people, and I don't want to
tweak/maintain the base class each time, to add virtual methods!
You are OK with tweaking DoStuff each time a derived class is added, but tweaking Base is a no-no. May I ask why?
If your design does not fit in either A, B or C pattern, show what you have, for clairvoyance is a rare feat these days.
You can do what you describe in C++, but not using functions. It is, by the way, kind of horrible but I suppose there might be cases in which it's a legitimate approach.
First way of doing this:
Define a function with a signature something like boost::variant parseMessage(std::string, std::vector<boost::variant>); and perhaps a string of convenience functions with common signatures on the base class and include a message lookup table on the base class which takes functors. In each class constructor add its messages to the message table and the parseMessage function then parcels off each message to the right function on the class.
It's ugly and slow but it should work.
Second way of doing this:
Define the virtual functions further down the hierarchy so if you want to add int foo(bar*); you first add a class that defines it as virtual and then ensure every class that wants to define int foo(bar*); inherit from it. You can then use dynamic_cast to ensure that the pointer you are looking at inherits from this class before trying to call int foo(bar*);. Possible these interface adding classes could be pure virtual so they can be mixed in to various points using multiple inheritance, but that may have its own problems.
This is less flexible than the first way and requires the classes that implement a function to be linked to each other. Oh, and it's still ugly.
But mostly I suggest you try and write C++ code like C++ code not Objective-C code.
This can be solved by adding some sort of introspection capabilities and meta object system. This talk Metadata and reflection in C++ — Jeff Tucker demonstrates how to do this using c++'s template meta programming.
If you don't want to go to the trouble of implementing one yourself, then it would be easier to use an existing one such as Qt's meta object system. Note that this solution does not work with multiple inheritance due to limitations in the meta object compiler: QObject Multiple Inheritance.
With that installed, you can query for the presence of methods and call them. This is quite tedious to do by hand, so the easiest way to call such a methods is using the signal and slot mechanism.
There is also GObject which is quite simmilar and there are others.
If you are planning to create many different children classes in different files, perhaps made by different people, and also I would guess you don't want to change your main code for every child class. Then I think what you need to do in your base class is to define several (not to many) virtual functions (with empty implementation) BUT those functions should be used to mark a time in the logic where they are called like "AfterInseart" or "BeforeSorting", Etc.
Usually there are not to many places in the logic you wish a derived classes to perform there own logic.

Class design to avoid need for list of base classes

I'm currently in the design phase of a class library and stumbled up on a question similar to "Managing diverse classes with a central manager without RTTI" or "pattern to avoid dynamic_cast".
Imagine there is a class hierarchy with a base class Base and two classes DerivedA and DerivedB that are subclasses of Base. Somewhere in my library there will be a class that needs to hold lists of objects of both types DerivedA and DerivedB. Further suppose that this class will need to perform actions on both types depending on the type. Obviously I will use virtual functions here to implement this behavior. But what if I will need the managing class to give me all objects of type DerivedA?
Is this an indicator of a bad class design because I have the need to perform actions only on a subset of the class hierarchy?
Or does it just mean that my managing class should not use a list of Base but two lists - one for DerivedA and one for DerivedB? So in case I need to perform an action on both types I would have to iterate over two lists. In my case the probability that there will be a need to add new subclasses to the hierarchy is quite low and the current number is around 3 or 4 subclasses.
But what if I will need the managing class to give me all objects of
type DerivedA?
Is this an indicator of a bad class design because I have the need to
perform actions only on a subset of the class hierarchy?
More likely yes than no. If you often need to do this, then it makes sense to question whether the hierarchy makes sense. In that case, you should separate this into two unrelated lists.
Another possible approach is to also handle it through virtual methods, where e.g. DeriveB will have a no-op implementation for methods which don't affect that. It is hard to tell without knowing more information.
It certainly is a sign of bad design if you store (pointers to) objects together that have to be handled differently.
You could however just implement this differing behaviour as an empty function in the base class or use the visitor pattern.
You can do it in several ways.
Try to dynamic_cast to specific class (this is a bruteforce solution, but I'd use it only for interfaces, using it for classes is a kind of code smell. It'll work though.)
Do something like:
class BaseRequest {};
class DerivedASupportedRequest : public BaseRequest {};
Then modify your classes to support the method:
// (...)
void ProcessRequest(const BaseRequest & request);
Create a virtual method bool TryDoSth() in a base class; DerivedB will always return false, while DerivedA will implement the required functionality.
Alternative to above: Create method Supports(Action action), where Action is an enum defining possible actions or groups of actions; in such case calling DoSth() on class, which does not support given feature should result in thrown exception.
Base class may have a method ActionXController * GetControllerForX(); DerivedA will return the actual controller, DerivedB will return nullptr.
Similarly, base class can provide method: BaseController * GetController(Action a)
You asked, if it is a bad design. I believe, that it depends on how much functionality is common and how much is different. If you have 100 common methods and only one different, it would be weird to hold these data in separate lists. However, if count of different methods is noticeable, consider changing design of your application. This may be a general rule, but there are also exceptions. It's hard to tell without knowing the context.

C++/Qt, getting a derived objects variable name as list?

I'm not too sure how to explain this, but I will try.
I have a object A which has a rownr and partition nr. B, C inherits from A and adds a few other variables (and get/setters for them)
I then have a function which takes a variable that is derived from A (B, C... etc) that will create an record in a database/table with the same columns as the variables the object has.
For example:
class A {
int paritionKey;
int rowKey;
set/get for them both
}
class B : A {
string color;
...
}
One table will then be called "B" and have 3 columns, partitionKey, rowKey and color.
Is there any way of not hard coding this? Or would the best way be to create a toString method in the classes that returns a part of the xml request body that will be used to construct the new row in the table? (using REST)
It sounds like you are asking if there is a way to do automated marshalling of C++ objects into a database. The short answer is no, there is no built-in way in the C++ language to do this. Your toString() method isn't a bad approach, although it does require you to write toString() (and likely at some point also fromString()) methods for each of your classes... whether that is too much work or not would depend on how many such classes you need to support.
Alternatively you might also take a look at Qt's property system -- if you don't mind subclassing your data objects from QObject, you can decorate your class definitions with Q_PROPERTY declarations, along with getter methods for each property, and then you can write generic code that uses Qt's QMetaObject class to iterate over all declared properties of any given QObject in a generic fashion. This works because Qt's moc preprocessor (which you will be running anyway if you are using Qt) will parse the Q_PROPERTY macros and it can auto-generate a lot of the necessary glue code for you. You'll still have to write the last step (converting the QObject's data to XML or SQL commands by iterating over myObject->metaObject()->property(int) and calling myObject->property(propName) for each property) yourself, but at least you can do that in a generic fashion, without having to write a separate marshalling routine for each class.
The approach I'm using is indeed a "toString" or rather "toXml", the hierachical nature of xml being perfect for this. Schematically:
void A::toXml(QDomElement *parentEl)
{
QDomeElement* el = parentEl->ownerDocument()->createElement("A");
parentEl->apeendChild(el);
el->setAttribute("paritionKey", paritionKey);
el->setAttribute("rowKey", rowKey);
}
void B::toXml(QDomElement *parentEl)
{
QDomeElement* el = parentEl->ownerDocument()->createElement("B");
parentEl->apeendChild(el);
el->setAttribute("color", color);
A::toXml(el);
}
Which gives e.g.:
[...]
<B color="blue">
<A partitionKey=2 rowKey=25/>
</B>
[...]
Same logic for class "C".

C++ Class Extension

Is there a way to add new methods to a class, without modifying original class definition (i.e. compiled .lib containing class and corresponding .h file) like C#'s class extension methods?
No. C++ has no such capability.
As mentioned in other answers, the common workarounds are:
Define a derived class, perhaps with a factory to hide the actual implementation class
Define a decorator class
Define non-member functions that operate on instances of the class
No, you can't do this in C++.
If you want to achieve something like this you have 2 options,
You could inherit from the class (if this is an option, it might not be legal as the class may not have been written to allow inheritance)
You can write your own wrapper class that has the same interface + your new methods and delegate to the one you want to extend.
I prefer the delegation approach.
C# class extension methods are mostly syntactic sugar. You get the same functionality with free functions (i.e., functions with a reference or constant reference to your class as their first parameter). Since this works well for the STL, why not for your class?
In C++ you can use free functions, but sometimes extension methods work better when you nest many functions together. Take a look at this C# code:
var r = numbers.Where(x => x > 2).Select(x => x * x);
If we to write this in C++ using free function it would look like this:
auto r = select(where(numbers, [](int x) { return x > 2; }), [](int x) { return x * x; });
Not only is this difficult to read, but it is difficult to write. The common way to solve this is to create what is called a pipable function. These functions are created by overloading the | pipe operator(which is just really the or operator). So the code above could be written like this:
auto r = numbers | where([](int x) { return x > 2; }) | select([](int x) { return x * x; });
Which is much easier to read and write. Many libraries use pipable function for ranges, but it could be expanded to other classes as well. Boost uses it in their range library, pstade oven uses it, and also this C++ linq library uses it as well.
If you would like to write your own pipable function, boost explain how to do that here. Other libraries, however, provide function adaptors to make it easier. Pstade egg has a pipable adaptor, and linq provides the range_extension adaptor to create a pipable function for ranges as least.
Using linq, you first just create your function as a function object like this:
struct contains_t
{
template<class Range, class T>
bool operator()(Range && r, T && x) const
{ return (r | linq::find(x)) != boost::end(r); };
};
Then you initialize the function using static initialization like this:
range_extension<contains_t> contains = {};
Then you can use your pipable function like this:
if (numbers | contains(5)) printf("We have a 5");
Generally not. However, if the library does not create instances of the class that require your extension and you are able to modify all places in the app that create an instance of the class and require your extensions, there is a way you can go:
Create a factory function that is called at all places that require an instance of the class and returns a pointer to the instance (google for Design Patterns Factory, ...).
Create a derived class with the extensions you want.
Make the factory function return your derived class instead of the original class.
Example:
class derivedClass: public originalClass { /* ... */};
originalClass* createOriginalClassInstance()
{
return new derivedClass();
}
Whenever you need to access the extensions, you need to cast the original cast to the derived class, of course.
This is roughly how to implement the "inherit" method suggested by Glen. Glen's "wrapper class with same interface" method is also very nice from a theoretical point of view, but has slightly different properties that makes it less probable to work in your case.
There is one way in which it can be done. And that's by relaxing your requirements a bit. In C++, people often say that the interface of a class consists not just of its member functions, but of all functions that work on the class.
That is, non-member functions which can be given the class as a parameter should be considered part of its interface.
For example, std::find() or std::sort() are part of the interface of std::vector, even though they aren't members of the class.
And if you accept this definition, then you can always extend a class simply by adding nonmember functions.
You cannot add methods or data physically to the class file which is in binary form. However, you can add methods and data (functionality and state) to the objects of that class by writing extension classes. This is not straight forward and requires Meta-Object-Protocol and Interface based programming. You need to do a lot to achieve this in C++ since it does not support Reflection out of the box. In such an implementation when you query for the interface implemented by your new extension class via the original class object pointer, the meta object implementation returns that interface pointer via the meta class object for the extension class that it creates at runtime.
This is how many customizable (plugin based) software application frameworks work. However, you must remember that it requires many other MOP mechanisms to be written to instanciate meta objects for all the classes using dictionaries in which the object relations are described and give the correct interface pointers for the original and extended class objects. Dassault Systemes' CATIA V5 is written in such an architecture called CAA V5 where you can extend existing components by writing new extension classes with the desired functionality.
Sure you can:
template <typename Ext>
class Class: public Ext { /* ... */ };
That doesn't mean it's the best approach though.
Sorry, no. Once your code is in obj, you can not change it. If this can be done in VC partial classes would be supported already. There is one exception though, operator methods can be extended using global functions, pretty like how cout<< is implemented in STL.