Function pointer to a template class - c++

I need some help on a strange mix between function pointers and templates...
My target :
You have a class : template<typename B> class A, and A instanciate a B member. Now I want to acces B getter/setter.
I tried this :
class B_example
{
public:
B_example(int v):m_var(v){}
int getVar() { return m_var; }
void setVar(int v) { m_var = v; }
private:
int m_var;
};
template<typename B> class A
{
public:
A():m_b(B(5))
{
get = &m_b.getVar;
set = &m_b.setVar;
}
int (B::*get)();
void (B::*set)(int);
private:
B m_b;
};
int main(int argc, char** argv)
{
A<B_example> A_instance;
B_example B_instance(5);
int a = (A_instance.get*)();
std::cout << a << std::endl;
}
Thank's for any help.
Alexandre

First, fix the syntax errors:
get = &B::getVar;
set = &B::setVar;
Then, the member-function pointer needs to be called on an object. Without knowing the purpose of these strange pointers, I can't guess what you want to do here. Maybe you want to call on B_instance:
int a = (B_instance.*A_instance.get)();
Or maybe you want to call it on the m_b object within A_instance; but you can't do that because it's private. If that's the case, you probably just want regular member functions, rather than weird function pointers
int get() {return m_b.getVar();}
void set(int v) {m_b.setVar(v);}

These:
get = &m_b.getVar;
set = &m_b.setVar;
Should be:
get = &B::getVar;
set = &B::setVar;
And (A_instance.get*)() should be (B_instance.*A_instance.get)().

Related

base class reference to derived object - strategy pattern

Below is a simple strategy pattern implemented using the base class references to a derived object. The solution does not produce an expected result (12 and 2). When base class reference is switched to pointers, it works. Can someone explain what is happening behind the scenes with references here? The issue is in the setStrategy() method of the Context class. I am wondering why doesn't the strategy variable reference the ConcreteStrategy2 after the call to setStrategy() method?
#include <iostream>
class Strategy {
public:
virtual ~Strategy() = default;
virtual int execute(int x, int y) const = 0;
};
class ConcreteStrategy1 : public Strategy {
public:
int execute(int x, int y) const override
{
return x + y;
}
};
class ConcreteStrategy2 : public Strategy {
public:
int execute(int x, int y) const override
{
return x - y;
}
};
class Context {
Strategy &strategy;
public:
Context(Strategy &strategy) : strategy {strategy}
{
}
void setStrategy(Strategy &strat)
{
this->strategy = strat;
}
void doLogic() const
{
std::cout << strategy.execute(7, 5) << std::endl;
}
};
int main()
{
ConcreteStrategy1 strat;
Context context {strat};
context.doLogic();
ConcreteStrategy2 strat2;
context.setStrategy(strat2);
context.doLogic();
return 0;
}
You are trying to reassign a reference, but references cannot be reassigned. It assigns to Strategy object being referred to instead. If you make Strategy non-copyable/assignable that re-assignment through reference will fail to compile.
Use a pointer instead:
class Context {
Strategy* strategy;
public:
Context(Strategy &strategy) : strategy {&strategy} {}
void setStrategy(Strategy &strat) { this->strategy = &strat; }
void doLogic() const { std::cout << strategy->execute(7, 5) << std::endl; }
};
Using reference members is almost always a mistake because it breaks value semantics, as you observe. One can get away with using reference members in non-copyable classes.
Additional solution to Maxim Egorushkins answer.
You could also use std::reference_wrapper instead of a pointer:
class Context {
std::reference_wrapper<Strategy> strategy;
public:
Context(Strategy &strategy) : strategy {strategy} { }
void setStrategy(Strategy &strat) { this->strategy = strat; }
void doLogic() const { std::cout << strategy.get().execute(7, 5) << std::endl; }
};
Here are both versions next to each other:
https://gcc.godbolt.org/z/dveK9T

creating type vector in c++

I have several classes that each of them has an ID and the Id is passed to the class as a template parameter:
typedef class1<1> baseClass;
typedef class2<2> baseClass;
typedef class<100> baseClass;
Now I need a map so if I can associate 1 with Class1 and 2 with Class2 and so on.
How can I create such vector? I am working on a header only library, so it should be a header only definition.
I am looking something that do the same thing that this code would do (if someone can compile it!):
std::map<int,Type> getMap()
{
std::map<int,Type> output;
output.add(1,class1);
output.add(2,class2);
output.add(100,class100);
}
The idea is that when I get as input 1, I create a class1 and when I receive 2, I create class2.
Any suggestion is very appreciated.
using this data, then I can write a function like this:
void consume(class1 c)
{
// do something interesting with c
}
void consume(class2 c)
{
// do something interesting with c
}
void consume(class3 c)
{
// do something interesting with c
}
void consume(int id,void * buffer)
{
auto map=getMap();
auto data= new map[id](buffer); // assuming that this line create a class based on map, so the map provide the type that it should be created and then this line create that class and pass buffer to it.
consume(data);
}
As a sketch:
class BaseClass { virtual ~BaseClass() = default; };
template<std::size_t I>
class SubClass : public BaseClass {};
namespace detail {
template<std::size_t I>
std::unique_ptr<BaseClass> makeSubClass() { return { new SubClass<I> }; }
template<std::size_t... Is>
std::vector<std::unique_ptr<BaseClass>(*)> makeFactory(std::index_sequence<Is...>)
{ return { makeSubclass<Is>... }; }
}
std::vector<std::unique_ptr<BaseClass>(*)> factory = detail::makeFactory(std::make_index_sequence<100>{});
We populate the vector by expanding a parameter pack, so we don't have to write out all 100 instantiations by hand. This gives you Subclass<0> at factory[0], Subclass<1> at factory[1], etc. up to Subclass<99> at factory[99].
If I understand correctly you want a map to create different types according to a given number.
If that is so, then the code should look something like this:
class Base
{
};
template <int number>
class Type : public Base
{
public:
Type()
{
std::cout << "type is " << number << std::endl;
}
};
using Type1 = Type<1>;
using Type2 = Type<2>;
using Type3 = Type<3>;
using CreateFunction = std::function<Base*()>;
std::map<int, CreateFunction> creators;
int main()
{
creators[1] = []() -> Base* { return new Type1(); };
creators[2] = []() -> Base* { return new Type2(); };
creators[3] = []() -> Base* { return new Type3(); };
std::vector<Base*> vector;
vector.push_back(creators[1]());
vector.push_back(creators[2]());
vector.push_back(creators[3]());
}
output:
type is 1
type is 2
type is 3
If you need only to create object, it would be enough to implement template creator function like:
template<int ID>
Base<ID> Create()
{
return Base<ID>();
}
And then use it:
auto obj1 = Create<1>();
auto obj2 = Create<2>();
// etc
Working example: https://ideone.com/urh7h6
Due to C++ being a statically-typed language, you may choose to either have arbitrary types that do a fixed set of things or have a fixed set of types do arbitrary things, but not both.
Such limitations is embodied by std::function and std::variant. std::function can have arbitrary types call operator() with a fixed signature, and std::variant can have arbitrary functions visit the fixed set of types.
Since you already said the types may be arbitrary, you may only have a fixed set of things you can do with such a type (e.g. consume). The simplest way is to delegate the hard work to std::function
struct Type
{
template<typename T>
Type(T&& t)
: f{[t = std::forward<T>(t)]() mutable { consume(t); }} {}
std::function<void()> f;
};
void consume(Type& t)
{
t.f();
}
What you are looking for is either the Stategy pattern:
#include <iostream>
#include <memory>
#include <string>
#include <vector>
class A {
public:
A() {}
virtual void doIt() {};
};
class Aa : public A {
public:
Aa() {}
virtual void doIt() {
std::cout << "do it the Aa way" << std::endl;
}
};
class Ab : public A {
public:
Ab() {}
virtual void doIt() {
std::cout << "do it the Ab way" << std::endl;
}
};
class Concrete {
public:
Concrete(std::string const& type) {
if (type == ("Aa")) {
_a.reset(new Aa());
} else if (type == "Ab") {
_a.reset(new Ab());
}
}
void doIt () const {
_a->doIt();
}
private:
std::unique_ptr<A> _a;
};
int main() {
std::vector<Concrete> vc;
vc.push_back(Concrete("Aa"));
vc.push_back(Concrete("Ab"));
for (auto const& i : vc) {
i.doIt();
}
return 0;
}
Will output:
do it the Aa way
do it the Ab way

C++ : How to ensure that a class member variable is modifiable only within a certain method

I am using C++ 14 with clang on MacOS Sierra. I want to enforce a rule by design. Following is the rule.
I have a member variable in my class say:
unsigned int m_important_num;
There are 4 methods in my class.
fun1();
fun2();
fun3();
fun4();
Objective:
I want only fun2() to be able to change the value of m_important_num.
Question:
Is it possible to make it compiler error if any method other than fun2() changes the variable?
One possible way is to declare it const somehow empower fun2() to change const variables? Is this a good solution? Or are their any better solutions?
Secondary question:
Is it a wrong design to try do such a thing?
Sort of, with additional layer:
class S1 {
public:
void fun2() { /*Modify m_important_num */ }
unsigned int getImportantNum() const { return m_important_num;}
private:
unsigned int m_important_num;
};
class S2 : private S1
{
public:
void fun1();
using S1::fun2; // or void fun2() {S1::fun2();}
void fun3();
void fun4();
};
As Yakk commented, if func2 need access to S2 members, CRTP can solve that:
template <typename Derived>
class S1 {
public:
void fun2() { asDerived().foo3(); /*Modify m_important_num */ }
unsigned int getImportantNum() const { return m_important_num;}
private:
Derived& asDerived() { return stataic_cast<Derived&>(*this); }
private:
unsigned int m_important_num;
};
class S2 : private S1<S2>
{
// friend class S1<S2>; // If required.
public:
void fun1();
using S1::fun2; // or void fun2() {S1::fun2();}
void fun3();
void fun4();
};
Encapsulate it down. Put m_important_num in its own class. Aggregate it in your existing class. Have a getter for it. Then put fun2() as a member function of your inner class.
I little variant (if I understand correctly) of the Jeffrey solution: put the variable in an inner class and make it private; create a public getter and make func2() friend to the inner class.
I mean
struct foo
{
int f1 () { return b0.getVal(); }; // you can read `val` everywhere
void f2 () { b0.val = 42; }; // you can write `val` in f2()
void f3 () { /* b0.val = 42; ERROR ! */ }; // but only in f2()
class bar
{
private:
int val = 24;
public:
int getVal () { return val; }
friend void foo::f2 ();
};
bar b0;
};
In other words: friend is your friend.
If you want to prevent a method from modifying any member in the class you can use the trailing const identifier:
class something{
private:
unsigned int var;
public:
void fun1() const;
void fun2();
void fun3() const;
void fun4() const;
}
Here, only fun2() will be able to modify the variable.
I know there are lots of good answers, but there is also an option that you sort of alluded to in your question:
One possible way is to declare it const somehow empower fun2() to change const variables?
#include <iostream>
using uint = unsigned int;
class Test
{
const uint num;
public:
Test(uint _num)
:
num(_num)
{}
uint get_num() const
{
return num;
}
void can_change_num(uint _new_num)
{
uint& n(const_cast<uint&>(num));
n = _new_num;
}
void cant_change_num(uint _new_num)
{
// num = _new_num; // Doesn't compile
}
};
int main()
{
Test t(1);
std::cout << "Num is " << t.get_num() << "\n";
t.can_change_num(10);
std::cout << "Num is " << t.get_num() << "\n";
return 0;
}
Produces
Num is 1
Num is 10
You already got lots of good answers to your primary question. I'll try to address the secondary one.
Is it a wrong design to try do such a thing?
It's hard to say w/o knowing more about your design. In general anything like this detected during a code review would raise a big red flag. Such a protection makes sense in a case of a big class with convoluted logic/implementation. Otherwise why would you like to go an extra mile and make your code much more complicated? The fact you seek for this can indicate your class became unmanageable.
I'd recommend to consider splitting it to smaller parts with better defined logic where you won't worry such mistakes can happen easily.

Class method points to other method of other class

i was wondering if is possible make that a method of class points to another method of other class:
consider this:
// Class Foo:
class Foo
{
static int GetA(int a);
static int GetB(int b);
};
int Foo::GetA(int a)
{
return a * 2;
}
int Foo::GetB(int b)
{
return a * 4;
}
// Hooking class methods:
class HookFoo
{
static int HookGetA(int);
static int HookGetB(int);
};
int(HookFoo::*HookGetA)(int) = (int(HookFoo::*)(int))0x0; // (0x0 Memory address) or for example: &Foo::GetA;
int(HookFoo::*HookGetB)(int) = (int(HookFoo::*)(int))0x0; // (0x0 Memory address) or for example: &Foo::GetA;
I know it's possible do some like:
int(*NewHook)(int) = &Foo::GetA;
but how i can do for declare the methods into of a class?
Here is more or less what you tried to achieve (minimal, working example):
class Foo
{
public:
static int GetA(int a);
static int GetB(int b);
};
int Foo::GetA(int a)
{
return a * 2;
}
int Foo::GetB(int b)
{
return b * 4;
}
class HookFoo
{
public:
using FuncType = int(*)(int);
static FuncType HookGetA;
static FuncType HookGetB;
};
// Initialized with Foo::GetA
HookFoo::FuncType HookFoo::HookGetA = &Foo::GetA;
// nullptr'ed
HookFoo::FuncType HookFoo::HookGetB = nullptr;
int main() {
HookFoo::HookGetA(0);
}
For the methods in Foo are static, you can use a simple function pointer type to refer to them. You don't have to use (and can't use actually) a member function pointer in this case.
The using declaration helps to have a more readable code.
When you have correctly initialized your hooks, you can invoke them (thus the pointed functions) as you can see in the main.
I added a couple of visibility specifiers for your methods and data members were all private.
You can use function pointers.
Ex:
class A {
public:
static void say_hello() { cout << "Hello\n"; }
};
class B {
public:
static void(*hook)();
};
void(*B::hook)() = A::say_hello;
int main()
{
B::hook();
}
If you need to hook into functions at a specific address, use a function pointer. You can't reassign functions like that
// typedef your function pointers, it makes the syntax a lot easier
typedef int(*FHook)(int);
class HookFoo
{
static FHook HookGetA;
static FHook HookGetB;
};
// assign to address
FHook HookFoo::HookGetA = (FHook)0x1234;
FHook HookFoo::HookGetB = (FHook)0x5678;
Of course its your job to make sure the addresses are correct.
the explicit function pointer types would be as such:
class HookFoo
{
static int (*HookGetA)(int);
static int (*HookGetB)(int);
};
int (*HookFoo::HookGetA)(int) = (int(*)(int))0x1234;
int (*HookFoo::HookGetB)(int) = (int(*)(int))0x5678;

Multi argument for implicit conversion

For a constructor with multiple arguments...
For example:
class C {
public:
C(int a=1, int b=2){ cout << a << ", " << b << "\n"; }
}
int main(){
C a(10), b = 20;
}
output:
10, 2
20, 2
How do I just assign value to the 2nd parameter? So that I can get "1, 20" without knowing the default values? Or is that that I must always assign value to the argument that precedes before I can use the arguments behind?
And how do I implicitly assign all the parameters? If I can't do that, why? For the above example (as I am new to C++), I once thought I would get "10, 20" as output instead.
Or is that that I must always assign value to the argument that precedes before I can use the arguments behind?
Yes. Otherwise, how is the compiler supposed to know which argument should be used for which parameter?
However, there are ways to accomplish this. For example,
struct C {
enum { DefaultA = 1, DefaultB = 2 };
C(int a = DefaultA, int b = DefaultB) { /* ... */ }
};
C object(C::DefaultA, 20);
Or, if you have a lot of parameters with different "defaults:"
struct CParams {
int a, b;
CParams() : a(1), b(2) { }
};
struct C {
C(CParams x) { /* ... */ }
};
CParams params;
params.b = 20;
C object(params);
C++ doesn't support named arguments. You have to specify the first one.
Also, the variable name b from the main function is completely separate from the b in the constructor definition. There's no relationship whatsoever implied by the naming.
I had the same thought (Convienient C++ struct initialisation -- perhaps you find something you like better there) some time ago, but just now, reading your question, I thought of a way to actually accomplish this. But it is quite some extra code, so the question remains if it is actually worth it. I just implemented it very sketchy and I am not proud of my choice of names (I usually don't use _ but it's late). Anyway, this is how you can do it:
#include <iostream>
struct C_members {
int a;
int b;
C_members(int _a, int _b) : a(_a), b(_b) {}
};
class C_init {
public:
virtual C_members get(C_members init) const {
return init;
}
};
class C_a : public C_init {
private:
int a;
public:
C_a(int _a) : a(_a) {}
C_members get(C_members init) const {
init.a = a;
return init;
}
};
class C_b : public C_init {
private:
int b;
public:
C_b(int _b) : b(_b) {}
C_members get(C_members init) const {
init.b = b;
return init;
}
};
class C : private C_members {
private:
static const C_members def;
public:
C(C_init const& ai = C_init(), C_init const& bi = C_init()) : C_members(ai.get(bi.get(def)).a, bi.get(ai.get(def)).b) {
std::cout << a << "," << b << std::endl;
}
};
const C_members C::def(1,2); // default values
// usage:
int main() {
C c1(C_b(77)); // 1,77
C c2(C_a(12)); // 12,2
C c3(C_b(5),C_a(6)); // 6,5
return 0;
}
There is a lot of stuff that can be improved (with templates (for code reduction) and with const refs in the get method), but you get the idea.
As a bonus feature, you almost have the pimpl idiom implemented (very little effort is necessary to extend this to an actual pimpl design).
Usually in OOP, every object instance holds (and represents) a state.
So the best way is to define an accessor functions such as
void setB(int newBvalue);
and also to hold b as a private member.
if "b" is shared among all the instances of the same object, consider to save a static variable.