C++ abstract class static methods showing in derived classes - c++

I'm coming from a C# background and now trying to pick up C++. I'm using an abstract class that has a static member to keep track of the total number of that object type, and a static method to get the count. for example:
class Shape
{
public:
virtual void Draw() = 0;
static int GetShapeCount();
private:
static int mShapeCount;
};
I noticed that derived classes are also able to call the abstract class static method, which I found a little curious/confusing. For instance, someone might get confused if they are able to do something like:
Shape *newShape = new Rectangle();
cout << newShape->GetShapeCount();
Does that mean get rectangle count or shape count? I also noticed that even if you don't explicitly call it a shape you can still access the static method through derived classes:
Rectangle rectClass = Rectangle();
cout << rectClass.GetShapeCount();
So my question is two-fold:
1)Why/How is this possible
2)Is there a way to not allow derived classes to call abstract class static methods?
Edit:
my test that I ran in C# was incorrect, and it shows similar behavior... it just seems odd to me that the static methods would fall through to the derived classes as well. It seems consistent though with other languages, and I suppose I just made a mistake.

No, C++ doesn't have polymorphic static functions, so supposing static getShapeCount() was implemented as return mShapeCount;, it will return the base class value. However this could be easily simulated using CRTP and static polymorphism. Since is not a good practice to call static functions from objects instead of the class itself, this works like a charm.
I also noticed that even if you don't explicitly call it a shape you can still access the static method through derived classes
You have declared getShapeCount() public, isn't? And you (I suppose, again, because you haven't showed us enough code) have used public inheritance.

Shape *newShape = new Rectangle();
cout << newShape->GetShapeCount();
is a way to write cout << Shape::GetShapeCount().
as
Rectangle rectClass = Rectangle();
cout << rectClass.GetShapeCount();
is a way to write cout << Rectangle::GetShapeCount() which turns into Shape::GetShapeCount().
If you want to prohibit Rectangle::GetShapeCount()
you may add a deleted function (C++11):
class Rectangle : public Shape
{
public:
// Previous methods
static int GetShapeCount() = delete; // forbid the usage Rectangle::GetShapeCount()
};

I noticed that derived classes are also able to call the abstract class static method, which I found a little curious/confusing.
This is the same behavior that you have in C#: derived classes have access to all methods of their base class, as long as their visibility (public, protected, internal, etc.) allows for it.
Does that mean get rectangle count or shape count?
It's the shape count, because all derived classes share the same counter.
Is there a way to not allow derived classes to call abstract class static methods?
Yes - you can hide a method from derived classes by making it private.
If you would like to keep separate object counts per derived class, you can make a static map<type_index,int>, and increment the counter of your specific type. However, you wold need to give your static method an access to the type of the caller.

Related

C++: Creating derived class that has access to private variables of base?

I have an abstract class base with private member variable base_var. I want to create a derived class, which also has base_var as a private member.
To me, this seems like an obvious thing you would want to do. base is abstract so it will never be instantiated. The only time I will create a base-object is if it is actually a derived object, so obviously when I give ´base´ a private member variable, what I am really trying to do is give that variable to all of its derived objects.
However, the below diagram seems to suggest that this is not doable with inheritance?
Why not? What would then even be the point of having private stuff in an abstract class? That class will never be instantiated, so all that private stuff is essentially useless?
However, the below diagram seems to suggest that this is not doable with inheritance?
Correct, private members of a class can not be accessed by derived classes. If You want a member of a class to be accessible by its derived classes but not by the outside, then You have to make it protected.
Why not? What would then even be the point of having private stuff in an abstract class? That class will never be instantiated, so all that private stuff is essentially useless?
Even an abstract class can have member functions which act on a (private) member variable. Consider (somewhat silly example, but well):
class MaxCached
{
private:
int cache = std::numeric_limits<int>::min();
public:
bool put(int value)
{
if (value > cache)
{
cache = value;
return true;
}
return false;
}
int get() const
{
return cache;
}
virtual void someInterface() const = 0;
};
Deriving from this class gives You the functionality of the base class (put and get) without the danger of breaking it (by for example writing a wrong value to cache).
Side note: Above is a purely made up example! You shouldn't add such a cache (which is independent of Your interface) into the abstract base class. As it stands the example breaks with the "Single Responsibility Principle"!
Just because a class is abstract doesn't mean there cannot be code implemented in that class that might access that variable. When you declare an item in a class to be private, the compiler assumes you had a good reason and will not change the access just because it there is a pure virtual function in the class.
If you want your derived classes to have access to a base class member declare the member as protected.
I have an abstract class base with private member variable base_var
class foo {
public:
virtual void a_pure_virtual_method() = 0;
int get_var() { base_var; }
virtual ~foo(){}
private:
int base_var;
};
Note that a class is said to be abstract when it has at least one pure virtual (aka abstract) method. There is nothing that forbids an abstract class to have non-pure virtual or even non-virtual methods.
I want to create a derived class, which also has base_var as a private member.
class derived : public foo {};
To me, this seems like an obvious thing you would want to do.
Sure, no problem so far.
The only time I will create a base-object is if it is actually a derived object, so obviously when I give ´base´ a private member variable, what I am really trying to do is give that variable to all of its derived objects.
Still fine.
Why not?
You are confusing access rights that are display in the image you included with the mere presence of the members in the derived. The derived class has no access to members that are private in the base class. Period. This is just according to the definition of what is private.
What would then even be the point of having private stuff in an abstract class? That class will never be instantiated, so all that private stuff is essentially useless?
It is not useless at all. Derived classes inherit all members, they just cannot access all of them. The private stuff is there you just cannot access it directly. Thats the whole point of encapsulation. Consider this example:
class bar : public foo {
void test() {
std::cout << base_var; // error base_var is private in foo
std::cout << get_var(); // fine
}
};

Why use virtual functions? [duplicate]

This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
Can someone explain C++ Virtual Methods?
I have a question regarding to the C++ virtual functions.
Why and when do we use virtual functions? Can anyone give me a real time implementation or use of virtual functions?
You use virtual functions when you want to override a certain behavior (read method) for your derived class rather than the one implemented for the base class and you want to do so at run-time through a pointer to the base class.
The classic example is when you have a base class called Shape and concrete shapes (classes) that derive from it. Each concrete class overrides (implements a virtual method) called Draw().
The class hierarchy is as follows:
The following snippet shows the usage of the example; it creates an array of Shape class pointers wherein each points to a distinct derived class object. At run-time, invoking the Draw() method results in the calling of the method overridden by that derived class and the particular Shape is drawn (or rendered).
Shape *basep[] = { &line_obj, &tri_obj,
&rect_obj, &cir_obj};
for (i = 0; i < NO_PICTURES; i++)
basep[i] -> Draw ();
The above program just uses the pointer to the base class to store addresses of the derived class objects. This provides a loose coupling because the program does not have to change drastically if a new concrete derived class of shape is added anytime. The reason is that there are minimal code segments that actually use (depend) on the concrete Shape type.
The above is a good example of the Open Closed Principle of the famous SOLID design principles.
You use virtual functions when you need handle different objects in the same way. It`s called polymorphism. Let's imagine you have some base class - something like classical Shape:
class Shape
{
public:
virtual void draw() = 0;
virtual ~Shape() {}
};
class Rectange: public Shape
{
public:
void draw() { // draw rectangle here }
};
class Circle: public Shape
{
public:
void draw() { // draw circle here }
};
Now you can have vector of different shapes:
vector<Shape*> shapes;
shapes.push_back(new Rectangle());
shapes.push_back(new Circle());
And you can draw all shapes like this:
for(vector<Shape*>::iterator i = shapes.begin(); i != shapes.end(); i++)
{
(*i)->draw();
}
In this way you are drawing different shapes with one virtual method - draw(). Proper version of method is selected based on run time information about type of object behind pointer.
Notice
When you use virtual functions you can declare them as pure virtual(like in class Shape, just place " = 0" after method proto). In this case you won't be able to create instance of object with pure virtual function and it will be called Abstract class.
Also notice "virtual" before destructor. In case when you are planning work with objects through pointers to their base classes you should declare destructor virtual, so when you call "delete" for base class pointer, all chain of destructors will be called and there won't be memory leaks.
Think of animals class, and derived from it are cat, dog and cow. Animal class has a
virtual void SaySomething()
{
cout << "Something";
}
function.
Animal *a;
a = new Dog();
a->SaySomething();
Instead of printing "Something", dog should say "Bark", cat should say "Meow". In this example you see that a is a Dog, but there are some times that you have an animal pointer and don't know which animal it is. You don't want to know which animal it is, you just want the animal to say something. So you just call virtual function and cats will say "meow" and dogs will say "bark".
Of course, SaySomething function should have been pure virtual to avoid possible errors.
You would use a virtual function to implement "polymorphism", in particular where you have an object, don't know what the actual underlying type is, but know what operation you want to perform on it, and the implementation of this (how it does it) differs dependent on what type you actually have.
Essentially what is commonly called the "Liskov Substitution Principle" named after Barbara Liskov who spoke about this around 1983.
Where you need to use dynamic runtime decisions where, at the point the code invoking the function is called, you do not know what types may pass through it, either now or in the future, this is a good model to use.
It isn't the only way though. There are all sorts of "callbacks" that can take a "blob" of data and you might have tables of callbacks dependent on a header block in the data that comes in, e.g. a message processor. For this there is no need to use a virtual function, in fact what you would probably use is sort-of how a v-table is implemented only with one entry (e.g. a class with just one virtual function).

How to avoid code repetition and wasting memory with const members and inheritance?

I am implementing some classes for shapes. Is there a way of avoiding code repetition and wasting memory at the same time?
Basically, I would like to have a variable in the base class that is a constant and only has one copy per derived class (like a static member), but with a different value for each derived class.
For example, I want to define functions that work on the inertia tensor for the derived classes; for each shape, the inertia tensor is a constant, so I don't want to have a copy of the same constant for every instance.
However, instead of declaring the same variable and defining the same function for every derived class, I'd like to declare a single variable at the base class and have a generic function in the base class as well, say to change the inertia tensor from world to local coordinates and vice versa.
Is there a way of accomplishing that?
Use a pure virtual function in the base class and override it in each derived class to return the appropriate value. This way you only have one copy of the constant, and each derived class defines it properly.
class Base
{
public:
virtual int get_constant0() const = 0;
};
class Derived0 : public Base
{
public:
virtual int get_constant0() const { return 5; }
};
class Derived1 : public Base
{
public:
virtual int get_constant0() const { return 42; }
};
Not related to what you asked, but related to what i think you are trying to achieve; i would start looking at existing implementations how other libraries achieve integration between rigid body types, if only to have an idea what not to do.
ODE library

Static method definition delegated to derived class (c++)

Last year I saw some source code (C++) where its author declares static function in base class, but leaves its definition to derived class. I remember there was constraint that only one derived class was permitted to define aforementioned static function.
I know that it is impossible to override static methods, but this trick is exactly what I need. I just can't make it work in my code :) Does anyone know about this feature?
Lets look why this would be useful. Suppose we have some base class (Shape), and its derived classes (Circle, Triangle...). Suppose Shape is part of my core architecture, and derived classes are treated as plugins. I don't want to change my core architecture in future. So we have:
class Shape
{
//other stuff here
static Shape* Factory();
}
class Circle:Shape
{
//other stuff here
static Shape* Factory();
}
Shape is sort of abstract class, and it will not implement Factory method. Method is implemented by one (and only one) of the derived classes. In implementation derived class will return new instance of itself, so it is just a factory method. This trick allowed its author to use this static method in client class in following way:
class Client
{
public Shape* shape;
public Client();
//other stuff here
}
In implementation of constructor he had something like:
Client::Client()
:shape(Shape::Factory())
{
}
This way he was able to instantiate "right" shape derivation without changing core classes in engine. When he wanted some other shape to be used in core classes he just had to define static Factory method in that derived class (and to remove the existing one in other derived class).
This way we have some sort of "static polymorphism". I can't find anything about this technique on the web. Does it even have a name? I am especially interested if something like this could be achieved in C# language? :)
Thanks in advance, and sorry for my bad English.
What it sounds like you are trying to do is a bit messy in my opinion. It feels like a combination of a Factory class, a Singleton and then trying to squish them all back into your result class hierarchy.
The simplest (not necessarily the best) solution I can think of is forget about having either Circle::Factory() or Shape::Factory() and just have a free function called get_default_shape().
class Shape
{
};
class Circle: public Shape
{
};
Shape * get_default_shape()
{
return new Circle;
}
Client::Client()
:shape(get_default_shape())
{
}
The nice bit about this is that its only the implementation of get_default_shape that needs to include Circle.h, all the definition needs is a forward declaration of the Shape class.
Hmm. I have not seen exactly what you describe. It could be that the piece of code you refer to defined the base class static function in the cpp file containing your derived class.
// definition of Circle class
.....
Shape* Shape::Factory()
{
return new Circle();
}
This is not useful in this example but it could be a useful trick if you want to hide the implementation of a class and only publish an abstract base class (to reduce compile time dependencies). It won't work if the base and derived classes are not in the same dll/exe.
Similar things can be achieved in C# by using an IOC framework, with generics, or by registring a factory delegate in your base class. I tend to prefer generics and delegates.

A cleaner code alternative to polymorphism

Building a GUI system and I have a few classes for different GUI components that derive from a base "GUIcontrol" class. What I want is to have just one function to return any type of component but be able to work with the functions specific to that component type (functions of the derived class). I noticed that the polymorphism approach is going to become a problem I have to declare all the derived functions in the base which is unnecessary for this, since I will never create an object just from the base class.
class GUIcontrol {
protected:
std::string _name;
// these two methods (along with name()) will be used by all types
virtual void position(/*parameters*/)
virtual void useImage(/*parameters*/)
// these should be only in derived types
virtual void setHotSpot(/*parameters*/);
virtual void setScrollButtons(/*parameters*/);
public:
std::string name();
/*etc*/
}
class GUIbutton : public GUIcontrol {
public:
void setHotSpot(/*parameters*/);
}
class GUIscrollBar : public GUIcontrol {
public:
void setScrollButtons(/*parameters*/);
}
GUIcontrol* GUIsystem::getControl(std::string name);
The problem with this is that if I want to add more functions unique to GUIbutton or GUIscrollBar, or any functions to other derived GUI classes, I also have to declare them virtual in the base class so the compiler doesn't complain about something like "setHotSpot" not being a member of the base class it returns.
The base class does have member functions that will apply to all the derived classes, such as telling the object where it should be positioned, what image it needs to use, what it should be called, etc. But I don't want to keep stuffing the base class with other functions that need to stay exclusive to certain derived classes.
As I keep adding more virtual functions I would end up with a huge blob object for the base class. Can I design this in a cleaner way? Note that I am still not sure if I want to use static_cast/dynamic_cast for getControl() to solve this but just want to know if there are any other ways around this to clean it up.
The base class should only contain methods for functionality common to all controls.
If you're going to use functionality that only makes sense for one type of control, you should be checking that the control is of the correct type anyway, and can then cast it to that type.
The base class is exclusively common functionality. If you want your method to behave differently for different controls, use dynamic_cast. If you want it to act the same for all controls, use a virtual method.
This is your problem:
What I want is to have just one
function to return any type of
component but be able to work with the
functions specific to that component
type (functions of the derived class).
What you want is to treat them the same but differently. Huh. I wonder how you're going to make that work. You need to decide if you want to treat them all the same, or if you want to treat them differently.
Type checking and then downcasting isn't the right way to do this. What you should be doing is placing generic methods onto your base class which perform the types of operations you want, and then overriding them in subclasses. For example, if you want the GUIControl to be able to draw itself, then put a doDraw() method on the base class, then override that in each subclass to do as is needed. If you instead put a getTitleBar(), getText() etc. methods on your subclass, then have the caller downcast and calls those specific methods depending on the type, your encapsulation is broken. If you have some common code that multiple subclasses need to do their drawing, then you factor this out either through another parent class, or through composition. Using dynamic_cast, or putting specific methods on the generic subclass, will likely make your code worse.
If I have this right: You want to be able to pass around base class objects but have a clean way to call specific derived class methods where the derived class implements those methods?
Sounds like the 'mixin' pattern might help:
struct Base
{
virtual ~Base() {}
};
struct Mixin
{
virtual ~Mixin() {}
virtual void mixedMethod() = 0;
};
struct Concrete : Base, Mixin
{
virtual void mixedMethod() { std::cout << "Mixing" << std:: endl; }
};
Base* create() { return new Concrete;}
bool mixIt(Base& b)
{
Mixin* m = dynamic_cast<Mixin*>(&b);
if (m)
m->mixedMethod();
return m;
}
void test ()
{
Base* b = create();
assert(mixIt(*b));
Base base;
assert(!mixIt(base));
}
[ Yes, real code never uses struct for polymorhic classes; just keeping it compact.]
The idea here is that the availability of a given method is encapsulated in the Mixin class, which is an pure abstract base class, possibly with only a single pure virtual function.
If you want "know" your base class object is of the derived type, you can call the mixin classes method. You can wrap the test and the call in a non-member function; this allows you to keep the base calss interface itself clean.