C++ Class References - c++

Coming from Delphi, I'm used to using class references (metaclasses) like this:
type
TClass = class of TForm;
var
x: TClass;
f: TForm;
begin
x := TForm;
f := x.Create();
f.ShowModal();
f.Free;
end;
Actually, every class X derived from TObject have a method called ClassType that returns a TClass that can be used to create instances of X.
Is there anything like that in C++?

Metaclasses do not exist in C++. Part of why is because metaclasses require virtual constructors and most-derived-to-base creation order, which are two things C++ does not have, but Delphi does.
However, in C++Builder specifically, there is limited support for Delphi metaclasses. The C++ compiler has a __classid() and __typeinfo() extension for retrieving a Delphi-compatible TMetaClass* pointer for any class derived from TObject. That pointer can be passed as-is to Delphi code (you can use Delphi .pas files in a C++Builder project).
The TApplication::CreateForm() method is implemented in Delphi and has a TMetaClass* parameter in C++ (despite its name, it can actually instantiate any class that derives from TComponent, if you do not mind the TApplication object being assigned as the Owner), for example:
TForm *f;
Application->CreateForm(__classid(TForm), &f);
f->ShowModal();
delete f;
Or you can write your own custom Delphi code if you need more control over the constructor call:
unit CreateAFormUnit;
interface
uses
Classes, Forms;
function CreateAForm(AClass: TFormClass; AOwner: TComponent): TForm;
implementation
function CreateAForm(AClass: TFormClass; AOwner: TComponent): TForm;
begin
Result := AClass.Create(AOwner);
end;
end.
#include "CreateAFormUnit.hpp"
TForm *f = CreateAForm(__classid(TForm), SomeOwner);
f->ShowModal();
delete f;

Apparently modern Delphi supports metaclasses in much the same way as original Smalltalk.
There is nothing like that in C++.
One main problem with emulating that feature in C++, having run-time dynamic assignment of values that represent type, and being able to create instances from such values, is that in C++ it's necessary to statically know the constructors of a type in order to instantiate.
Probably you can achieve much of the same high-level goal by using C++ static polymorphism, which includes function overloading and the template mechanism, instead of extreme runtime polymorphism with metaclasses.
However, one way to emulate the effect with C++, is to use cloneable exemplar-objects, and/or almost the same idea, polymorphic object factory objects. The former is quite unusual, the latter can be encountered now and then (mostly the difference is where the parameterization occurs: with the examplar-object it's that object's state, while with the object factory it's arguments to the creation function). Personally I would stay away from that, because C++ is designed for static typing, and this idea is about cajoling C++ into emulating a language with very different characteristics and programming style etc.

Type information does not exist at runtime with C++. (Except when enabling RTTI but it is still different than what you need)
A common idiom is to create a virtual clone() method that obviously clones the object which is usually in some prototypical state. It is similar to a constructor, but the concrete type is resolved at runtime.
class Object
{
public:
virtual Object* clone() const = 0;
};

If you don't mind spending some time examining foreign sources, you can take a look at how a project does it: https://github.com/rheit/zdoom/blob/master/src/dobjtype.h (note: this is a quite big and evolving source port of Doom, so be advised even just reading will take quite some time). Look at PClass and related types. I don't know what is done here exactly, but from my limited knowledge they construct a structure with necessary metatable for each class and use some preprocessor magic in form of defines for readability (or something else). Their approach allows seamlessly create usual C++ classes, but adds support for PClass::FindClass("SomeClass") to get the class reference and use that as needed, for example to create an instance of the class. It also can check inheritance, create new classes on the fly and replace classes by others, i. e. you can replace CDoesntWorksUnderWinXP by CWorksEverywhere (as an example, they use it differently of course). I had a quick research back then, their approach isn't exceptional, it was explained on some sites but since I had only so much interest I don't remember details.

Related

Dependency inversion (from S.O.L.I.D principles) in C++

After reading and watching much about SOLID principles I was very keen to use these principles in my work (mostly C++ development) since I do think they are good principles and that they indeed will bring much benefit to the quality of my code, readability, testability, reuse and maintainability.
But I have real hard time with the 'D' (Dependency inversion).
This principal states that:
A. High-level modules should not depend on low-level modules. Both should depend on abstractions.
B. Abstractions should not depend on details. Details should depend on abstractions.
Let me explain by example:
Lets say I am writing the following interface:
class SOLIDInterface {
//usual stuff with constructor, destructor, don't copy etc
public:
virtual void setSomeString(const std::string &someString) = 0;
};
(for the sake of simplicity please ignore the other things needed for a "correct interface" such as non virutal publics, private virtuals etc, its not part of the problem.)
notice, that setSomeString() is taking an std::string.
But that breaks the above principal since std::string is an implementation.
Java and C# don't have that problem since the language offers interfaces to all the complex common types such as string and containers.
C++ does not offer that.
Now, C++ does offer the possibility to write this interface in such a way that I could write an 'IString' interface that would take any implementation that will support an std::string interface using type erasure
(Very good article: http://www.artima.com/cppsource/type_erasure.html)
So the implementation could use STL (std::string) or Qt (QString), or my own string implementation or something else.
Like it should be.
But this means, that if I (and not only I but all C++ developers) want to write C++ API which obeys SOLID design principles ('D' included), I will have to implement a LOT of code to accommodate all the common non natural types.
Beyond being not realistic in terms of effort, this solution has other problems such as - what if STL changes?(for this example)
And its not really a solution since STL is not implementing IString, rather IString is abstracting STL, so even if I were to create such an interface the principal problem remains.
(I am not even getting into issues such as this adds polymorphic overhead, which for some systems, depending on size and HW requirements may not be acceptable)
So may question is:
Am I missing something here (which I guess the true answer, but what?), is there a way to use Dependency inversion in C++ without writing a whole new interface layer for the common types in a realistic way - or are we doomed to write API which is always dependent on some implementation?
Thanks for your time!
From the first few comments I received so far I think a clarification is needed:
The selection of std::string was just an example.
It could be QString for that matter - I just took STL since it is the standard.
Its not even important that its a string type, it could be any common type.
I have selected the answer by Corristo not because he explicitly answered my question but because the extensive post (coupled with the other answers) allowed me to extract my answer from it implicitly, realizing that the discussion tends to drift from the actual question which is:
Can you implement Dependency inversion in C++ when you use basic complex types like strings and containers and basically any of the STL with an effort that makes sense. (and the last part is a very important element of the question).
Maybe I should have explicitly noted that I am after run-time polymorphism not compile time.
The clear answer is NO, its not possible.
It might have been possible if STL would have exposed abstract interfaces to their implementations (if there are indeed reasons that prevent the STL implementations to derive from these interfaces (say, performance)) then it still could have simply maintained these abstract interfaces to match the implementations).
For types that I have full control over, yes, there is no technical problem implementing the DIP.
But most likely any such interface (of my own) will still use a string or a container, forcing it to use either the STL implementation or another.
All the suggested solutions below are either not polymorphic in runtime, or/and are forcing quiet a some coding around the interface - when you think you have to do this for all these common types the practicality is simply not there.
If you think you know better, and you say it is possible to have what I described above then simply post the code proving it.
I dare you! :-)
Note that C++ is not an object-oriented programming language, but rather lets the programmer choose between many different paradigms. One of the key principles of C++ is that of zero-cost abstractions, which in particular entails to build abstractions in such a way that users don't pay for what they don't use.
The C#/Java style of defining interfaces with virtual methods that are then implemented by derived classes don't fall into that category though, because even if you don't need the polymorphic behavior, were std::string implementing a virtual interface, every call of one of its methods would incur a vtable lookup. This is unacceptable for classes in the C++ standard library supposed to be used in all kinds of settings.
Defining interfaces without inheriting from an abstract interface class
Another problem with the C#/Java approach is that in most cases you don't actually care that something inherits from a particular abstract interface class and only need that the type you pass to a function supports the operations you use. Restricting accepted parameters to those inheriting from a particular interface class thus actually hinders reuse of existing components, and you often end up writing wrappers to make classes of one library conform to the interfaces of another - even when they already have the exact same member functions.
Together with the fact that inheritance-based polymorphism typically also entails heap allocations and reference semantics with all its problems regarding lifetime management, it is best to avoid inheriting from an abstract interface class in C++.
Generic templates for implicit interfaces
In C++ you can get compile-time polymorphism through templates.
In its simplest form, the interface that an object used in a templated function or class need to conform to is not actually specified in C++ code, but implied by what functions are called on them.
This is the approach used in the STL, and it is really flexible. Take std::vector for example. There the requirements on the value type T of objects you store in it are dependent on what operations you perform on the vector. This allows e.g. to store move-only types as long as you don't use any of the operations that need to make a copy. In such a case, defining an interface that the value types needs to conform to would greatly reduce the usefulness of std::vector, because you'd either need to remove methods that require copies or you'd need to exclude move-only types from being stored in it.
That doesn't mean you can't use dependency inversion, though: The common Button-Lamp example for dependency inversion implemented with templates would look like this:
class Lamp {
public:
void activate();
void deactivate();
};
template <typename T>
class Button {
Button(T& switchable)
: _switchable(&switchable) {
}
void toggle() {
if (_buttonIsInOnPosition) {
_switchable->deactivate();
_buttonIsInOnPosition = false;
} else {
_switchable->activate();
_buttonIsInOnPosition = true;
}
}
private:
bool _buttonIsInOnPosition{false};
T* _switchable;
}
int main() {
Lamp l;
Button<Lamp> b(l)
b.toggle();
}
Here Button<T>::toggle implicitly relies on a Switchable interface, requiring T to have member functions T::activate and T::deactivate. Since Lamp happens to implement that interface it can be used with the Button class. Of course, in real code you would also state these requirements on T in the documentation of the Button class so that users don't need to look up the implementation.
Similarly, you could also declare your setSomeString method as
template <typename String>
void setSomeString(String const& string);
and then this will work with all types that implement all the methods you used in the implementation of setSomeString, hence only relying on an abstract - although implicit - interface.
As always, there are some downsides to consider:
In the string example, assuming you only make use of .begin() and .end() member functions returning iterators that return a char when dereferenced (e.g. to copy it into the classes' local, concrete string data member), you can also accidentally pass a std::vector<char> to it, even though it isn't technically a string. If you consider this a problem is arguable, in a way this can also be seen as the epitome of relying only on abstractions.
If you pass an object of a type that doesn't have the required (member) functions, then you can end up with horrible compiler error messages that make it very hard to find the source of the error.
Only in very limited cases it is possible to separate the interface of a templated class or function from its implementation, as is typically done with separate .h and .cpp files. This can thus lead to longer compile times.
Defining interfaces with the Concepts TS
if you really care about types used in templated functions and classes to conform to a fixed interface, regardless of what you actually use, there are ways to restrict the template parameters only to types conforming to a certain interface with std::enable_if, but these are very verbose and unreadable. In order to make this kind of generic programming easier, the Concepts TS allows to actually define interfaces that are checked by the compiler and thus greatly improves diagnostics. With the Concepts TS, the Button-Lamp example from above translates to
template <typename T>
concept bool Switchable = requires(T t) {
t.activate();
t.deactivate();
};
// Lamp as before
template <Switchable T>
class Button {
public:
Button(T&); // implementation as before
void toggle(); // implementation as before
private:
T* _switchable;
bool _buttonIsInOnPosition{false};
};
If you can't use the Concepts TS (it is only implemented in GCC right now), the closest you can get is the Boost.ConceptCheck library.
Type erasure for runtime polymorphism
There is one case where compile-time polymorphism doesn't suffice, and that is when the types you pass to or get from a particular function aren't fully determined at compile-time but depend on runtime parameters (e.g. from a config file, command-line arguments passed to the executable or even the value of a parameter passed to the function itself).
If you need to store objects (even in a variable) of a type dependent on runtime parameters, the traditional approach is to store pointers to a common base class instead and to use dynamic dispatch via virtual member functions to get the behavior you need. But this still suffers from the problem described before: You can't use types that effectively do what you need but were defined in an external library, and thus don't inherit from the base class you defined. So you have to write a wrapper class.
Or you do what you described in your question and create a type-erasure class.
An example from the standard library is std::function. You declare only the interface of the function and it can store arbitrary function pointers and callables that have that interface. In general, writing a type erasure class can be quite tedious, so I refrain from giving an example of a type-erasing Switchable here, but I can highly recommend Sean Parent's talk Inheritance is the base class of evil, where he demonstrates the technique for "Drawable" objects and explores what you can build on top of it in just over 20 minutes.
There are libraries that help writing type-erasure classes though, e.g. Louis Dionne's experimental dyno, where you define the interface via what he calls "concept maps" directly in C++ code, or Zach Laine's emtypen which uses a python tool to create the type erasure classes from a C++ header file you provide. The latter also comes with a CppCon talk describing the features as well as the general idea and how to use it.
Conclusion
Inheriting from a common base class just to define interfaces, while easy, leads to many problems that can be avoided using different approaches:
(Constrained) templates allow for compile-time polymorphism, which is sufficient for the majority of cases, but can lead to hard-to-understand compiler errors when used with types that don't conform to the interface.
If you need runtime polymorphism (which actually is rather rare in my experience), you can use type-erasure classes.
So even though the classes in the STL and other C++ libraries rarely derive from an abstract interface, you can still apply dependency inversion with one of the two methods described above if you really want to.
But as always, use good judgment on a case-by-case basis whether you really need the abstraction or if it is better to simply use a concrete type. The string example you brought up is one where I'd go with concrete types, simply because the different string classes don't share a common interface (e.g. std::string has .find(), but QStrings version of the same function is called .contains()). It might be just as much effort to write wrapper classes for both as it is to write a conversion function and to use that at well-defined boundaries within the project.
Ahh, but C++ lets you write code that is independent of a particular implementation without actually using inheritance.
std::string itself is a good example... it's actually a typedef for std::basic_string<char, std::char_traits<char>, std::allocator<char>>. Which allows you to create strings using other allocators if you choose (or mock the allocator object in order to measure number of calls, if you like). There just isn't any explicit interface like an IAllocator, because C++ templates use duck-typing.
A future version of C++ will support explicit description of the interface a template parameter must adhere to -- this feature is called concepts -- but just using duck-typing enables decoupling without requiring redundant interface definitions.
And because C++ performs optimization after instantiation of templates, there's no polymorphic overhead.
Now, when you do have virtual functions, you'll need to commit to a particular type, because the virtual-table layout doesn't accommodate use of templates each of which generates an arbitrary number of instances each of which require separate dispatch. But when using templates, you'll won't need virtual functions nearly as much as e.g. Java does, so in practice this isn't a big problem.

How are classes not objects in C++?

I was reading "Design Patterns: Elements of Reusable Object-Oriented Software", (specifically the chapter about the prototype design pattern) and it stated that...
"Prototype is particularly useful with static languages like C++ where classes are not objects, and little or no type information is available at run-time." (pg 121)
(emphasis mine)
I had always thought that classes were synonymous to objects, and I'm confused as to what this statement means. How are classes not objects, and why does it matter if a language is static?
A class in C++ is not an object: a class is a description of how to build an object, and a reference to a type of an object.
Compare with a language like Python: in python, like in C++, you instantiate an object from a class. Unlike C++, the class you used is also an object: it usually has type type, and you can create new ones at runtime, manipulate them like any other object, or even create objects which are classes which themselves have different types.
You may be wondering why you'd want this, and usually you don't need it -- it's like C++ template meta-programming, you only need it when you need it because you can't achieve your goal in any other way. It's probably also the case that problems you'd solve in Python with meta-classes you'd solve in C++ using template meta-programming.
In C++, this declares a class:
class A {
public:
int a;
};
whereas this declares an object:
A a;
One cannot interrogate a class a run-time, as one can interrogate an object. It makes sense to say, "object 'a', what is your address? Please invoke operator+. etc." In C++, with its static typing, it makes no sense to say, "Class A, what is your list of members? Please add a new member, "b"."
In other languages (Python comes to mind), one can manipulate classes in this way, because each class is also an object. In addition to serving as a template for objects, the class itself is an object -- it can be printed, modified, etc.
For example, a class could describe what a book is: Name, Author, Date of Publishing, Description.
An object of the "Book" class would be a specific book: C++ Primer Plus, Stephen Prata, 2005, A book that teaches C++.
So, classes are not the same as objects.
To expand on what Andrew Aylett said.
A class in C++ is not an object: a class is a description of how to build an object, and a reference to a type of an object.
Furthermore, in languages like Python or smalltalk. Everything is an object. A function is a object, a class is a object. As such these languages are Dynamically Typed, meaning that types are checked during runtime and variables can take on any type.
C++ is statically typed. Variables can only take on one type, and type checking is performed at compile time.
So in python for instance, you can modify a class on the fly. Add functions and fields, because it is an object, and can be modified.
What that sentence refers is to is the fact that classes are not first-order entities in a language like C++. In other languages, you can pass a class as a parameter to a function, e.g., the same way as you can pass an object or a function as a parameter.
There are many more implications of being classes first-order entities or not, e.g., the possibility of modifying a class at runtime, or inspecting the full internals of a class, etc.
Usually classes are found to be first-order entities in dynamic languages like ruby, or in the meta object protocol for lisp, etc.
Hope this clarifies it a bit.
Classes are not the same as Objects. A class is (more or less) the type, and an Object is the instance, simmiliar to the following:
int i;
YourClass object;
Here you wouldn't say i and int are the same -- neither are YourClass and object.
What the statement wants to say: Many object orientated languages are very object orientated, so that they start making everything (or nearly everything) an object (of one or another class). So in many languages a class would be an instance (hence an object) of some class class (which can be confusing).
This sometimes has advantages, as you can treat classes (that's types) in such languages like you could treat any other object. You can than do very dynamic stuff with them, like store them in variables or even manipulate the classes during runtime (e.g. to create new classes your program finds the need to have).
Take a look at this c++-similiar pseudo code:
YourClass myObject = new YourClass(); // creates an object (an instance)
Class baseClass = myObject.get_class(); // store the class of myObject in baseClass. That's storing a type in a variable (more or less)
Class subClass = myObject.inherit(); // dynamically create a new class, that only exists in variable subClass (a Class-object), inheriting from baseClass
subClass.add_method(some_function); // extend the new class by adding a new method
subClass.get_class() subClass.create_instance(); // declare a new variable (object) of your newly created type
BaseClass another_onne = subClass.create_instance(); // also valid, since you inherited
This obviously doesn't translate well to c++, because of c++'s strict typing. Other languages are more dynamic in typing, and there this flexibility can come in handy (and make thinks more complicated; sometimes both at the same time). Still I think it explains the principle, if you understand c++.
I had always thought that classes were synonymous to objects
The language in OOP literature is sometimes not specific. It doesn't help either that programming languages have somewhat different notions of what an object is.
A class is a template or definition from where objects (instances of that class) are created. That is, a class provides the structure, type signatures and behaviors that objects of that class (or type... more on that later.)
An object is just a location in memory of an instance of that class.
Wikipedia provides good documentation on this. I suggest you read it:
http://en.wikipedia.org/wiki/Class_(computer_programming)
http://en.wikipedia.org/wiki/Object_(object-oriented_programming)
Also, there is the concept of a type. A type (or interface as sometimes called in some literature or programming languages) is typically the collection of type/method signatures (and possibly behavior). Things like Java interfaces and C++ pure virtual classes tend to represent types (but aren't exactly the same).
Then a class that conforms to that type (be it interface or pure virtual class) is an implementation of that type.
That class, that type implementation is just a recipe of how to construct objects of that class/type in memory.
When you instantiate a class/type, you reify, construct an instance (object) of that class in memory.
In C++, a class is not an object since a class itself is not instantiated. A C++ class is not an instance of some other class (see the definitions I put above.)
OTH, in languages like Java, a class itself is represented by instances of a primordial class (java.lang.Class). So a class X has an object in memory (an java.lang.Class instance) associated with it. And with it, with that "class" object, you can (in theory) instantiate or manufacture another instance (or object) of class/type X.
It can get confusing. I strongly suggest you search and read the literature on classes, types, prototypes and objects/instances.
and I'm confused as to what this statement means. How are classes not
objects,
As explained above. A class is not an object. An object is an instance, a piece of memory constructed and initialized by the "recipe" of a class or type.
and why does it matter if a language is static?
That part of the book is a bit misleading because Java, for example, is statically typed and yet, classes can be object themselves. Perhaps the text is refering to dynamically typed languages (like JavaScript) where classes can also be objects or instances.
My suggestion is to never use the word object, and to simply limit the vocabulary to "classes" and "instances". But that's my personal predilection. Other people might disagree, and so be it.
The simpler I can put it for you to understand it:
An object is a "physical" instance of a class. It consumes memory while the program is running.
A class describes an object: Hierarchy, properties, methods. A class it's like a "template" for creating objects.
When a class is said to be an object, it means that there's an object that represents that class at runtime. In C++, classes are dissolved at compile time. Their instances (i.e. objects) are merely sequences of bytes holding the object's fields, without any reference to the class itself. Now, C++ does provide some type information at runtime via RTTI, but that's only for polymorphic types, and is not considered a class object.
The lack of having objects that represent classes at runtime is the reason there's no reflection in C++ - there's just no way to get information about a certain class, as there's no object that represent it.
BTW, C++ is considered a 2-level language: objects are instances of classes, but classes are not instances of anything, because they only exist at compile type. On 3-level languages such as C# and Java, classes are also objects at runtime, and as such, are themselves instances of yet another class (Class in Java, Type in C#). The last class is an instance of itself, hence the language only has 3 levels. There are languages with more levels, but that's beyond the scope of this question...

Why bother with virtual functions in c++?

This is not a question about how they work and declared, this I think is pretty much clear to me. The question is about why to implement this?
I suppose the practical reason is to simplify bunch of other code to relate and declare their variables of base type, to handle objects and their specific methods from many other subclasses?
Could this be done by templating and typechecking, like I do it in Objective C? If so, what is more efficient? I find it confusing to declare object as one class and instantiate it as another, even if it is its child.
SOrry for stupid questions, but I havent done any real projects in C++ yet and since I am active Objective C developer (it is much smaller language thus relying heavily on SDK's functionalities, like OSX, iOS) I need to have clear view on any parallel ways of both cousins.
Yes, this can be done with templates, but then the caller must know what the actual type of the object is (the concrete class) and this increases coupling.
With virtual functions the caller doesn't need to know the actual class - it operates through a pointer to a base class, so you can compile the client once and the implementor can change the actual implementation as much as it wants and the client doesn't have to know about that as long as the interface is unchanged.
Virtual functions implement polymorphism. I don't know Obj-C, so I cannot compare both, but the motivating use case is that you can use derived objects in place of base objects and the code will work. If you have a compiled and working function foo that operates on a reference to base you need not modify it to have it work with an instance of derived.
You could do that (assuming that you had runtime type information) by obtaining the real type of the argument and then dispatching directly to the appropriate function with a switch of shorts, but that would require either manually modifying the switch for each new type (high maintenance cost) or having reflection (unavailable in C++) to obtain the method pointer. Even then, after obtaining a method pointer you would have to call it, which is as expensive as the virtual call.
As to the cost associated to a virtual call, basically (in all implementations with a virtual method table) a call to a virtual function foo applied on object o: o.foo() is translated to o.vptr[ 3 ](), where 3 is the position of foo in the virtual table, and that is a compile time constant. This basically is a double indirection:
From the object o obtain the pointer to the vtable, index that table to obtain the pointer to the function and then call. The extra cost compared with a direct non-polymorphic call is just the table lookup. (In fact there can be other hidden costs when using multiple inheritance, as the implicit this pointer might have to be shifted), but the cost of the virtual dispatch is very small.
I don't know the first thing about Objective-C, but here's why you want to "declare an object as one class and instantiate it as another": the Liskov Substitution Principle.
Since a PDF is a document, and an OpenOffice.org document is a document, and a Word Document is a document, it's quite natural to write
Document *d;
if (ends_with(filename, ".pdf"))
d = new PdfDocument(filename);
else if (ends_with(filename, ".doc"))
d = new WordDocument(filename);
else
// you get the point
d->print();
Now, for this to work, print would have to be virtual, or be implemented using virtual functions, or be implemented using a crude hack that reinvents the virtual wheel. The program need to know at runtime which of various print methods to apply.
Templating solves a different problem, where you determine at compile time which of the various containers you're going to use (for example) when you want to store a bunch of elements. If you operate on those containers with template functions, then you don't need to rewrite them when you switch containers, or add another container to your program.
A virtual function is important in inheritance. Think of an example where you have a CMonster class and then a CRaidBoss and CBoss class that inherit from CMonster.
Both need to be drawn. A CMonster has a Draw() function, but the way a CRaidBoss and a CBoss are drawn is different. Thus, the implementation is left to them by utilizing the virtual function Draw.
Well, the idea is simply to allow the compiler to perform checks for you.
It's like a lot of features : ways to hide what you don't want to have to do yourself. That's abstraction.
Inheritance, interfaces, etc. allow you to provide an interface to the compiler for the implementation code to match.
If you didn't have the virtual function mecanism, you would have to write :
class A
{
void do_something();
};
class B : public A
{
void do_something(); // this one "hide" the A::do_something(), it replace it.
};
void DoSomething( A* object )
{
// calling object->do_something will ALWAYS call A::do_something()
// that's not what you want if object is B...
// so we have to check manually:
B* b_object = dynamic_cast<B*>( object );
if( b_object != NULL ) // ok it's a b object, call B::do_something();
{
b_object->do_something()
}
else
{
object->do_something(); // that's a A, call A::do_something();
}
}
Here there are several problems :
you have to write this for each function redefined in a class hierarchy.
you have one additional if for each child class.
you have to touch this function again each time you add a definition to the whole hierarcy.
it's visible code, you can get it wrong easily, each time
So, marking functions virtual does this correctly in an implicit way, rerouting automatically, in a dynamic way, the function call to the correct implementation, depending on the final type of the object.
You dont' have to write any logic so you can't get errors in this code and have an additional thing to worry about.
It's the kind of thing you don't want to bother with as it can be done by the compiler/runtime.
The use of templates is also technically known as polymorphism from theorists. Yep, both are valid approach to the problem. The implementation technics employed will explain better or worse performance for them.
For example, Java implements templates, but through template erasure. This means that it is only apparently using templates, under the surface is plain old polymorphism.
C++ has very powerful templates. The use of templates makes code quicker, though each use of a template instantiates it for the given type. This means that, if you use an std::vector for ints, doubles and strings, you'll have three different vector classes: this means that the size of the executable will suffer.

Achieving Interface functionality in C++

A big reason why I use OOP is to create code that is easily reusable. For that purpose Java style interfaces are perfect. However, when dealing with C++ I really can't achieve any sort of functionality like interfaces... at least not with ease.
I know about pure virtual base classes, but what really ticks me off is that they force me into really awkward code with pointers. E.g. map<int, Node*> nodes; (where Node is the virtual base class).
This is sometimes ok, but sometimes pointers to base classes are just not a possible solution. E.g. if you want to return an object packaged as an interface you would have to return a base-class-casted pointer to the object.. but that object is on the stack and won't be there after the pointer is returned. Of course you could start using the heap extensively to avoid this but that's adding so much more work than there should be (avoiding memory leaks).
Is there any way to achieve interface-like functionality in C++ without have to awkwardly deal with pointers and the heap?? (Honestly for all that trouble and awkardness id rather just stick with C.)
You can use boost::shared_ptr<T> to avoid the raw pointers. As a side note, the reason why you don't see a pointer in the Java syntax has nothing to do with how C++ implements interfaces vs. how Java implements interfaces, but rather it is the result of the fact that all objects in Java are implicit pointers (the * is hidden).
Template MetaProgramming is a pretty cool thing. The basic idea? "Compile time polymorphism and implicit interfaces", Effective C++. Basically you can get the interfaces you want via templated classes. A VERY simple example:
template <class T>
bool foo( const T& _object )
{
if ( _object != _someStupidObject && _object > 0 )
return true;
return false;
}
So in the above code what can we say about the object T? Well it must be compatible with '_someStupidObject' OR it must be convertible to a type which is compatible. It must be comparable with an integral value, or again convertible to a type which is. So we have now defined an interface for the class T. The book "Effective C++" offers a much better and more detailed explanation. Hopefully the above code gives you some idea of the "interface" capability of templates. Also have a look at pretty much any of the boost libraries they are almost all chalk full of templatization.
Considering C++ doesn't require generic parameter constraints like C#, then if you can get away with it you can use boost::concept_check. Of course, this only works in limited situations, but if you can use it as your solution then you'll certainly have faster code with smaller objects (less vtable overhead).
Dynamic dispatch that uses vtables (for example, pure virtual bases) will make your objects grow in size as they implement more interfaces. Managed languages do not suffer from this problem (this is a .NET link, but Java is similar).
I think the answer to your question is no - there is no easier way. If you want pure interfaces (well, as pure as you can get in C++), you're going to have to put up with all the heap management (or try using a garbage collector. There are other questions on that topic, but my opinion on the subject is that if you want a garbage collector, use a language designed with one. Like Java).
One big way to ease your heap management pain somewhat is auto pointers. Boost has a nice automatic pointer that does a lot of heap management work for you. The std::auto_ptr works, but it's quite quirky in my opinion.
You might also evaluate whether you really need those pure interfaces or not. Sometimes you do, but sometimes (like some of the code I work with), the pure interfaces are only ever instantiated by one class, and thus just become extra work, with no benefit to the end product.
While auto_ptr has some weird rules of use that you must know*, it exists to make this kind of thing work easily.
auto_ptr<Base> getMeAThing() {
return new Derived();
}
void something() {
auto_ptr<Base> myThing = getMeAThing();
myThing->foo(); // Calls Derived::foo, if virtual
// The Derived object will be deleted on exit to this function.
}
*Never put auto_ptrs in containers, for one. Understand what they do on assignment is another.
This is actually one of the cases in which C++ shines. The fact that C++ provides templates and functions that are not bound to a class makes reuse much easier than in pure object oriented languages. The reality though is that you will have to adjust they manner in which you write your code in order to make use of these benefits. People that come from pure OO languages often have difficulty with this, but in C++ an objects interface includes not member functions. In fact it is considered to be good practice in C++ to use non-member functions to implement an objects interface whenever possible. Once you get the hang of using template nonmember functions to implement interfaces, well it is a somewhat life changing experience. \

Treating classes as first-class objects

I was reading the GoF book and in the beginning of the prototype section I read this:
This benefit applies primarily to
languages like C++ that don't treat
classes as first class objects.
I've never used C++ but I do have a pretty good understanding of OO programming, yet, this doesn't really make any sense to me. Can anyone out there elaborate on this (I have used\use: C, Python, Java, SQL if that helps.)
For a class to be a first class object, the language needs to support doing things like allowing functions to take classes (not instances) as parameters, be able to hold classes in containers, and be able to return classes from functions.
For an example of a language with first class classes, consider Java. Any object is an instance of its class. That class is itself an instance of java.lang.Class.
For everybody else, heres the full quote:
"Reduced subclassing. Factory Method
(107) often produces a hierarchy of
Creator classes that parallels the
product class hierarchy. The Prototype
pattern lets you clone a prototype
instead of asking a factory method to
make a new object. Hence you don't
need a Creator class hierarchy at all.
This benefit applies primarily to
languages like C++ that don't treat
classes as first-class objects.
Languages that do, like Smalltalk and
Objective C, derive less benefit,
since you can always use a class
object as a creator. Class objects
already act like prototypes in these
languages." - GoF, page 120.
As Steve puts it,
I found it subtle in so much as one
might have understood it as implying
that /instances/ of classes are not
treated a first class objects in C++.
If the same words used by GoF appeared
in a less formal setting, they may
well have intended /instances/ rather
than classes. The distinction may not
seem subtle to /you/. /I/, however,
did have to give it some thought.
I do believe the distinction is
important. If I'm not mistaken, there
is no requirement than a compiled C++
program preserve any artifact by which
the class from which an object is
created could be reconstructed. IOW,
to use Java terminology, there is no
/Class/ object.
In Java, every class is an object in and of itself, derived from java.lang.Class, that lets you access information about that class, its methods etc. from within the program. C++ isn't like that; classes (as opposed to objects thereof) aren't really accessible at runtime. There's a facility called RTTI (Run-time Type Information) that lets you do some things along those lines, but it's pretty limited and I believe has performance costs.
You've used python, which is a language with first-class classes. You can pass a class to a function, store it in a list, etc. In the example below, the function new_instance() returns a new instance of the class it is passed.
class Klass1:
pass
class Klass2:
pass
def new_instance(k):
return k()
instance_k1 = new_instance(Klass1)
instance_k2 = new_instance(Klass2)
print type(instance_k1), instance_k1.__class__
print type(instance_k2), instance_k2.__class__
C# and Java programs can be aware of their own classes because both .NET and Java runtimes provide reflection, which, in general, lets a program have information about its own structure (in both .NET and Java, this structure happens to be in terms of classes).
There's no way you can afford reflection without relying upon a runtime environment, because a program cannot be self-aware by itself*. But if the execution of your program is managed by a runtime, then the program can have information about itself from the runtime. Since C++ is compiled to native, unmanaged code, there's no way you can afford reflection in C++**.
...
* Well, there's no reason why a program couldn't read its own machine code and "try to make conclusions" about itself. But I think that's something nobody would like to do.
** Not strictly accurate. Using horrible macro-based hacks, you can achieve something similar to reflection as long as your class hierarchy has a single root. MFC is an example of this.
Template metaprogramming has offered C++ more ways to play with classes, but to be honest I don't think the current system allows the full range of operations people may want to do (mainly, there is no standard way to discover all the methods available to a class or object). That's not an oversight, it is by design.