Can I implement Factory-pattern construction without using new()? - c++

At the moment I'm dealing with a delightful legacy code class implementing polymorphism by switch-case:
class LegacyClass {
public:
enum InitType {TYPE_A, TYPE_B};
void init(InitType type) {m_type=type;}
int foo() {
if (m_type==TYPE_A)
{
/* ...A-specific work... */
return 1;
}
// else, TYPE_B:
/* ...B-specific work... */
return 2;
}
/** Lots more functions like this **/
private:
InitType m_type;
};
I'd like to refactor this to proper polymorphism, e.g.:
class RefactoredClass {
public:
virtual ~RefactoredClass(){}
virtual int foo()=0;
};
class Class_ImplA : public RefactoredClass {
public:
virtual ~Class_ImplA(){}
int foo() {
/* ...A-specific work... */
return 1;
}
};
class Class_ImplB : public RefactoredClass {
public:
virtual ~Class_ImplB(){}
int foo() {
/* ...B-specific work... */
return 2;
}
};
Unfortunately, I have one crucial problem: due to optimization and architectural considerations, within a primary use of LegacyClass, I cannot use dynamic allocation; the instance is a member of a different class by composition:
class BigImportantClass{
/* ... */
private:
LegacyClass m_legacy;
}
(In this example, BigImportantClass may be dynamically allocated, but the allocation needs to be in one continuous virtual segment, and a single new() call; I can't make further calls to new() in the BigImportantClass ctor or in subsequent initialization methods.)
Is there a good way to initialize a concrete implementation, polymorphically, without using new()?
My own progress so far: What I can do is provide a char[] buffer as a member of BigImportantClass, and somehow initialize a concrete member of RefactoredClass in that memory. The buffer would be large enough to accommodate all implementations of RefactoredClass. However, I do not know how to do this safely. I know the placement-new syntax, but I'm new to dealing with alignment (hence, warned off by the C++-FAQ...), and aligning generically for all concrete implementations of the RefactoredClass interface sounds daunting. Is this the way to go? Or do I have any other options?

Here's some code... just doing the obvious things. I don't use C++11's new union features, which might actually be a more structured way to ensure appropriate alignment and size and clean up the code.
#include <iostream>
template <size_t A, size_t B>
struct max
{
static const size_t value = A > B ? A : B;
};
class X
{
public:
X(char x) { construct(x); }
X(const X& rhs)
{ rhs.interface().copy_construct_at_address(this); }
~X() { interface().~Interface(); }
X& operator=(const X& rhs)
{
// warning - not exception safe
interface().~Interface();
rhs.interface().copy_construct_at_address(this);
return *this;
}
struct Interface
{
virtual ~Interface() { }
virtual void f(int) = 0;
virtual void copy_construct_at_address(void*) const = 0;
};
Interface& interface()
{ return reinterpret_cast<Interface&>(data_); }
const Interface& interface() const
{ return reinterpret_cast<const Interface&>(data_); }
// for convenience use of virtual members...
void f(int x) { interface().f(x); }
private:
void construct(char x)
{
if (x == 'A') new (data_) Impl_A();
else if (x == 'B') new (data_) Impl_B();
}
struct Impl_A : Interface
{
Impl_A() : n_(10) { std::cout << "Impl_A(this " << this << ")\n"; }
~Impl_A() { std::cout << "~Impl_A(this " << this << ")\n"; }
void f(int x)
{ std::cout << "Impl_A::f(x " << x << ") n_ " << n_;
n_ += x / 3;
std::cout << " -> " << n_ << '\n'; }
void copy_construct_at_address(void* p) const { new (p) Impl_A(*this); }
int n_;
};
struct Impl_B : Interface
{
Impl_B() : n_(20) { std::cout << "Impl_B(this " << this << ")\n"; }
~Impl_B() { std::cout << "~Impl_B(this " << this << ")\n"; }
void f(int x)
{ std::cout << "Impl_B::f(x " << x << ") n_ " << n_;
n_ += x / 3.0;
std::cout << " -> " << n_ << '\n'; }
void copy_construct_at_address(void* p) const { new (p) Impl_B(*this); }
double n_;
};
union
{
double align_;
char data_[max<sizeof Impl_A, sizeof Impl_B>::value];
};
};
int main()
{
{
X a('A');
a.f(5);
X b('B');
b.f(5);
X x2(b);
x2.f(6);
x2 = a;
x2.f(7);
}
}
Output (with my comments):
Impl_A(this 0018FF24)
Impl_A::f(x 5) n_ 10 -> 11
Impl_B(this 0018FF04)
Impl_B::f(x 5) n_ 20 -> 21.6667
Impl_B::f(x 6) n_ 21.6667 -> 23.6667
~Impl_B(this 0018FF14) // x2 = a morphs type
Impl_A::f(x 7) n_ 11 -> 13 // x2 value 11 copied per a's above
~Impl_A(this 0018FF14)
~Impl_B(this 0018FF04)
~Impl_A(this 0018FF24)

I implemented this using C++11 unions. This code seems to work under g++ 4.8.2, but it requires the -std=gnu++11 or -std=c++11 flags.
#include <iostream>
class RefactoredClass {
public:
virtual ~RefactoredClass() { }; // Linking error if this is pure. Why?
virtual int foo() = 0;
};
class RefactorA : RefactoredClass {
double data1, data2, data3, data4;
public:
int foo() { return 1; }
~RefactorA() { std::cout << "Destroying RefactorA" << std::endl; }
};
class RefactorB : RefactoredClass {
int data;
public:
int foo () { return 2; }
~RefactorB() { std::cout << "Destroying RefactorB" << std::endl; }
};
// You may need to manually create copy, move, &ct operators for this.
// Requires C++11
union LegacyClass {
RefactorA refA;
RefactorB refB;
LegacyClass(char type) {
switch (type) {
case 'A':
new(this) RefactorA;
break;
case 'B':
new(this) RefactorB;
break;
default:
// Rut-row
break;
}
}
RefactoredClass * AsRefactoredClass() { return (RefactoredClass *)this; }
int foo() { return AsRefactoredClass()->foo(); }
~LegacyClass() { AsRefactoredClass()->~RefactoredClass(); }
};
int main (void) {
LegacyClass A('A');
LegacyClass B('B');
std::cout << A.foo() << std::endl;
std::cout << B.foo() << std::endl;
return 0;
}

Somebody should have made an answer by now...so here's mine.
I'd recommend using a union of char array and one of the biggest integer types:
union {
char refactored_class_buffer[ sizeof RefactoredClass ];
long long refactored_class_buffer_aligner;
};
I also strongly recommend putting an assert or even an if(check) throw; into your factory so that you never, ever, exceed the size of your buffer.

If the data is the same for each case, and you're only changing behaviuor, you don't need to allocate in your core - this is basically a strategy pattern using singleton strategies. You end up using polymorphism in your logic, but not in your data.
class FooStrategy() {
virtual int foo(RefactoredClass& v)=0;
}
class RefactoredClass {
int foo() {
return this.fooStrategy(*this);
}
FooStrategy * fooStrategy;
};
class FooStrategyA : public FooStrategy {
//Use whichever singleton pattern you're happy with.
static FooStrategyA* instance() {
static FooStrategyA fooStrategy;
return &fooStrategy;
}
int foo(RefactoredClass& v) {
//Do something with v's data
}
}
//Same for FooStrategyB
Then when you create a RefactoredClass you set its fooStrategy to FooStrategyA::instance().

Related

C++: implement a bool template parameter in virtual function

A performance bottleneck of my program is frequent calls to functions like following update functions.
Given that flag parameter is always a bool literal, I want to "unroll" the update function to two versions, one with flag=true and one with flag=false, to avoid branch prediction failure.
for normal functions, a bool template parameter can solve this problem easily.
However, template cannot be applied to virtual functions.
I can create two virtual functions manually, but then I have to copy the long code part. It makes futher development harder.
Is there anyway allowing me to write two versions in one function, controlled by a compiling-time constant flag?
#include <iostream>
#include <random>
using std::cout;
using std::endl;
struct Base
{
virtual void update(bool flag) = 0;
};
struct Derived1 : public Base
{
void update(bool flag)
{
if (flag)
{
// some computations
cout << "Derived1 flag=true" << endl;
}
else
{
// some computations
cout << "Derived1 flag=false" << endl;
}
// long code containing several flag-conditioned blocks like the block above
cout << "Derived1" << endl;
}
};
struct Derived2 : public Base
{
void update(bool flag)
{
if (flag)
{
// some computations
cout << "Derived2 flag=true" << endl;
}
else
{
// some computations
cout << "Derived2 flag=false" << endl;
}
// long code containing several flag-conditioned blocks like the block above
cout << "Derived2" << endl;
}
};
int main()
{
Base *p;
srand(time(nullptr));
if (rand() % 2 == 1)
{
p = new Derived1();
}
else
{
p = new Derived2();
}
p->update(false);
p->update(true);
}
Unfortunately, there is no such thing as virtual templates. What can be done however is to create several virtual functions taking an integral (boolean in this particular case) constant, if the flag is really a compile time literal:
#include <iostream>
#include <random>
#include <type_traits>
#include <memory>
using std::cout;
struct Base
{
virtual void updateSeparate(std::true_type) = 0;
virtual void updateSeparate(std::false_type) = 0;
};
struct Derived1 : public Base
{
void updateSeparate(std::true_type)
{
cout << "Derived1 flag=true\n";
updateCommonImpl();
}
void updateSeparate(std::false_type)
{
cout << "Derived1 flag=false\n";
updateCommonImpl();
}
private:
void updateCommonImpl() //or just a static function inside implementation file if members are not used
{
cout << "Derived1\n";
}
};
struct Derived2 : public Base
{
void updateSeparate(std::true_type)
{
cout << "Derived2 flag=true\n";
updateCommonImpl();
}
void updateSeparate(std::false_type)
{
cout << "Derived2 flag=false\n";
updateCommonImpl();
}
private:
void updateCommonImpl() //or just a static function inside implementation file if members are not used
{
cout << "Derived2\n";
}
};
int main()
{
std::unique_ptr<Base> p;
srand(time(nullptr));
if (rand() % 2 == 1)
{
p = std::make_unique<Derived1>();
}
else
{
p = std::make_unique<Derived2>();
}
p->updateSeparate(std::bool_constant<false>{});
p->updateSeparate(std::bool_constant<true>{});
}
DEMO
However, I cannot tell if that will help or maybe hinder the performance even more by making the vtable lookup time even longer, you have to experiment with that by yourself I'm afraid.
I tried to implement a CRTP pattern with constexpr template parameter, please take a look
template<typename T>
struct Base {
template<bool flag>
int update() {
return static_cast<T*>(this)->template updateImpl<flag>();
}
};
struct Derived1 : public Base<Derived1> {
template<bool flag>
constexpr int updateImpl() {
if constexpr (flag) {
return 1;
} else {
return 2;
}
}
};
struct Derived2 : public Base<Derived2> {
template<bool flag>
constexpr int updateImpl() {
return 3;
}
};
int main() {
auto obj1 = new Derived1();
std::cout << obj1->update<true>(); // 1
std::cout << obj1->update<false>(); // 2
auto obj2 = new Derived2();
std::cout << obj2->update<true>(); // 3
std::cout << obj2->update<false>(); // 3
}

allocating memory for class member

I'm trying to provide a uniform interface for two similar types, one dealing with doubles and the other with floats.
class float_type {
float_type() { /* does floaty stuff */ }
float f();
};
class double_type {
double_type() { /* does doubly stuff */ }
double f();
};
I want to write a class that allocates one or the other depending on what the program needs to do.
I'm perfectly fine with the result of float_type::f() being converted to double. In fact, it happens anyway.
I tried to write it like this:
class union_type {
bool is_double;
char mem[ sizeof(double_type) > sizeof(float_type)
? sizeof(double_type) : sizeof(float_type) ];
public:
float_or_double_value_reader(bool is_double)
: is_double(is_double)
{
if (is_double) new(mem) double_type();
else new(mem) float_type();
}
~float_or_double_value_reader() {
if (is_double) delete static_cast<double_type*>(mem);
else delete static_cast< float_type*>(mem);
}
double f() {
return (is_doubled
? static_cast<double_type*>(mem)->f()
: static_cast< float_type*>(mem)->f()
);
}
};
But I get invalid static_cast from type 'char [128]' to type 'double_type'.
I know I could add a member pointers to point to what new returns,
but that would be redundant, since I already know where mem is located,
so I want to avoid that.
If I use reinterpret_cast instead, I get free(): invalid pointer: at runtime when the union_type is destroyed.
What's the appropriate method of casting here?
reinterpret_cast should be the appropriate method of casting.
However, you can't simply delete reinterpret_cast<double_type*>(mem) because that will not only destroy the object, but also free the memory as if it was allocated with new - which it wasn't.
You can use reinterpret_cast<double_type*>(mem)->~double_type(); to destroy the object without attempting to free the memory.
Of course the above applies to float_type as well.
A better option would be to provide casting operator.
I would have provided a implicit double casting operator to the float class to achieve the same interface
You could use a template base class:
#include <iostream>
template < typename T >
class base_decimal
{
public:
base_decimal(T data) : _data(data) {}
virtual ~base_decimal() {}
T f() { return this->_data; }
base_decimal& operator=(T val) { this->_data = val; }
operator T() { return this->_data; }
friend std::ostream& operator<<(std::ostream& os, const base_decimal& bd)
{
os << bd._data;
return os;
}
private:
T _data;
};
class float_type : public base_decimal<float>
{
public:
float_type(float f) : base_decimal<float>(f)
{
// do float stuff
}
};
class double_type : public base_decimal<double>
{
public:
double_type(double d) : base_decimal<double>(d)
{
// do double stuff
}
};
int main(int argc, char* argv[])
{
float_type f = 1.2f;
double_type d = 2.2;
std::cout << "f = " << f << std::endl;
std::cout << "d = " << d << std::endl;
double rd = d;
double rf = f;
std::cout << "rf = " << rf << std::endl;
std::cout << "rd = " << rd << std::endl;
return 0;
}

Redefine a constant member variable in inherited class

Say I wish to define a member variable in a parent class and set its value in an inherited class. Perhaps these identify functionality available in the class or the nature of the child class. For example:
class A
{
public:
inline int getX() { return x; }
protected:
const int x = 0;
};
class B : public A
{
protected:
const int x = 10;
};
class C : public A
{
protected:
const int x = 50;
};
It should go without saying that scope issues will prevent the above from working properly. However, is there a way to make this work as intended?
Since the variable is meant to identify the nature of the inherited classes, I would prefer if it were const - this problem would not arise if it were not const and merely redefined in the constructor, so far as I can tell.
While fiddling with the compiler trying to make sure my example code made sense, I actually came across the fact that the way I was attempting to define the constants was C++11-specific. That led me to look into the ways it was done before, and I found this question, which shed some light on the matter indirectly.
Defining a variable in this way should be done by having the base class take an argument in its constructor, in the form of:
class A
{
public:
A( const int& type ) : x(type) {}
inline int getX() { return x; }
protected:
const int x;
};
class B : public A
{
public:
B() : A(10) {}
};
class C : public A
{
public:
C() : A(50) {}
};
This will work as intended and allow the constant x to be redefined by inherited classes.
To demonstrate the point I made in my comment, here is an example of what I think you're trying to do (deduced from comments).
I have provided both duck-typed and polymorphic solutions in the same program with a timed run through each.
I use 10 million samples of each to eliminate memory cache noise.
You will notice that the run time of the polymorphic solution is significantly less than that of the duck-typed solution.
#ifdef _WIN32
#include <Windows.h>
double get_cpu_time(){
FILETIME a,b,c,d;
if (GetProcessTimes(GetCurrentProcess(),&a,&b,&c,&d) != 0){
// Returns total user time.
// Can be tweaked to include kernel times as well.
return
(double)(d.dwLowDateTime |
((unsigned long long)d.dwHighDateTime << 32)) * 0.0000001;
}else{
// Handle error
return 0;
}
}
#else
#include <sys/time.h>
inline double get_cpu_time() noexcept {
return (double)clock() / CLOCKS_PER_SEC;
}
#endif
#include <iostream>
#include <vector>
#include <memory>
struct A
{
A(bool copy_) : copy{copy_} {}
virtual ~A() = default;
const bool copy = false;
};
struct RealA : public A
{
RealA() : A { false } {}
};
struct CopyA : public A
{
CopyA() : A { true } {}
};
// A Thing holder will hold any object which has an interface supports do_something_to(T& thing)
struct AHolder {
template<class Thing>
AHolder(std::unique_ptr<Thing> ptr)
: _ptr { std::move(ptr) }
{
}
template<class Thing, class...Args>
static AHolder construct(Args&&...args)
{
return AHolder { std::make_unique<model<Thing>>(std::forward<Args>(args)...) };
}
void do_something() const {
_ptr->do_something();
}
private:
struct concept {
virtual ~concept() = default;
virtual void do_something() = 0;
};
template<class Thing> struct model : concept {
template<class...Args>
model(Args&&...args) : _thing { std::forward<Args>(args)... } {}
private:
void do_something() override {
do_something_to(_thing);
}
Thing _thing;
};
std::unique_ptr<concept> _ptr;
};
using namespace std;
size_t copies_processed = 0;
size_t reals_processed = 0;
void do_something_to(const CopyA&)
{
// simulate work
++copies_processed;
}
void do_something_to(const RealA&)
{
// simulate work
++reals_processed;
}
int main(int argc, char **argv) {
std::vector<std::unique_ptr<A>> duck_typing;
std::vector<AHolder> polymorphic;
constexpr size_t samples = 10000000;
for (size_t i = 0 ; i < samples ; ++i) {
if (i % 2) {
duck_typing.push_back(make_unique<RealA>());
polymorphic.emplace_back(AHolder::construct<RealA>());
}
else {
duck_typing.push_back(make_unique<CopyA>());
polymorphic.emplace_back(AHolder::construct<CopyA>());
}
}
auto duck_start = get_cpu_time();
// nasty duck-typing solution
for (const auto& ptr : duck_typing) {
if (ptr->copy) {
do_something_to(*(static_cast<CopyA*>(ptr.get())));
}
else {
do_something_to(*(static_cast<RealA*>(ptr.get())));
}
}
auto duck_stop = get_cpu_time();
auto poly_start = get_cpu_time();
for (const auto& a_like : polymorphic) {
a_like.do_something();
}
auto poly_stop = get_cpu_time();
cout << "duck typing : " << duck_stop - duck_start << endl;
cout << "polymorphic : " << poly_stop - poly_start << endl;
cout << "copies processed : " << copies_processed << endl;
cout << "reals processed : " << reals_processed << endl;
return 0;
}
sample output :
duck typing : 0.162985
polymorphic : 0.137561
copies processed : 10000000
reals processed : 10000000

RAII objects in a singleton container?

So, I was wondering how to create some kind of a code audit in C++ using a tracking mechanism of sorts.
Consider the following classes, where two separate mirrors, A and B, provide messages to a listener.
class MirrorA
{
void one(int a) { m_mirrrorListener.three(a); }
};
class MirrorB
{
void two(int b) { m_mirrrorListener.three(b); }
};
class MirrorListener
{
void three(int c) { std::cout << c << std::endl; }
};
Now, let's say that, for some reason, three needs to know if it was triggered by one() or two().
We can pass along a value like so:
enum mirrorSource_t
{
FROM_ONE = 1,
FROM_TWO = 2
}
class MirrorA
{
void one(int a) { m_mirrrorListener.three(a, FROM_ONE); }
};
class MirrorB
{
void two(int b) { m_mirrrorListener.three(b, FROM_TWO); }
};
class MirrorListener
{
void three(int c, mirrorSource_t source) { std::cout << c << " From " << source << std::endl; }
};
But then we have to update the signature of three and its invocation whenever it needs new information.
So, what if we had a singleton message tracker (referenced as m_mirrorMessageTracker in other classes) that could track an arbitrary number of messages?
enum mirrorSource_t
{
FROM_ONE = 1,
FROM_TWO = 2
}
class MirrorMessage
{
public:
MirrorMessage(mirrrorSource_t t) : source(t) {}
get() { return source; }
private:
mirrorSource_t source;
};
class MirrorMessageTracker {
public:
MirrorMessage& MirrorMessageTracker::trackEvent(mirrorSource_t value)
{
trackedMessages.push_back(MirrorMessage(value));
return trackedMessages.back();
}
MirrorMessage& MirrorMesssageTracker::getCurrentEvent()
{
return trackedMessages.back();
}
static MirrorMessageTracker& getInstance()
{
if(!m_Tracker)
{
m_pTracker = new MirrorMessageTracker();
}
return *m_pTracker;
}
private:
MirrorMessageTracker() { }; //
static MirrorMessageTracker* m_pTracker;
std::vector<MirrorMessage> trackedMessages; // assumption is that tracked messages are
// single-threaded and unwind in a LIFO manner.
};
class MirrorA
{
void one(int a)
{
MirrorMessage createdMessage = m_MirrorMessageTracker.trackMessage(FROM_ONE);
m_mirrrorListener.three(a);
}
};
class MirrorB
{
void two(int b)
{
MirrorMessage createdMessage = m_MirrorMessageTracker.trackMessage(FROM_TWO);
m_mirrrorListener.three(b);
}
};
class MirrorListener
{
void three(int c)
{
MirrorMessage& message = m_MirrorMessageTracker.getCurrentMessage();
if (message.get() == FROM_ONE)
{
std::cout << c << std::endl;
}
else if (message.get() == FROM_TWO)
{
std::cout << c << c << std::endl;
}
else
{
std::cout << c << c << c << std::endl;
}
}
};
I would like for the tracked message to be removed from the tracker after createdMessage goes out of scope in one and two. Can this be done with a particular type of boost smart pointer? Something like:
std::vector<boost::shared_ptr<MirrorMessage> > trackedMessages;
vector::push_back would create a copy of the message and place it into the vector so I'm not sure if it's possible with a shared pointer, though.
The more common pattern to create singletons actually is
static MirrorMessageTracker& getInstance() {
static MirrorMessageTracker theMirrorMesageTracker;
return theMirrorMesageTracker;
}
Also you should consider to forbid copying and assignment for your MirrorMessageTracker class, by making these operations private:
private:
MirrorMessageTracker() { };
MirrorMessageTracker(const MirrorMessageTracker&); // <<<
MirrorMessageTracker& operator=(const MirrorMessageTracker&); // <<<

How to hide a field via define and provide only setter and getter?

I wonder how to hide a real property field (not make it private or public but force to use setters and getters) and provide him with simple setter and getter. So I wonder how to create api like:
private:
Property( int my_a);
public:
Property( int my_b);
...
{
set_my_a(1);
cout << get_my_a() << endl;
// my_a = 13; // will cause compiler error
...
How to create such thing via Boost preprocessor?
Do you really need to use boost preprocessor?
you have a solution without boost below:
// property.h
#include <stdio.h>
#define property(type) struct : public Property <type>
template <typename T>
class Property
{
protected:
T value;
public:
virtual T get() {
return value;
}
virtual void set(T new_value) {
value = new_value;
}
};
usage example:
// test.cpp
#include "property.h"
class Test {
public:
property(int) {} a;
property(int) {
int get() {
return value * 10;
}
} b;
property(int) {
void set(int x) {
value = x * 200;
}
} c;
property(int) {
int get() {
return value * 3000;
}
void set(int x) {
value = x * 443;
}
} d;
};
main()
{
Test t;
printf("i\ta\tb\tc\td\t\n");
for (int i=0; i<10; i++) {
t.a.set(i);
t.b.set(i);
t.c.set(i);
t.d.set(i);
printf("%i\t%i\t%i\t%i\t%i\n", i, t.a.get(), t.b.get(), t.c.get(), t.d.get());
}
}
The wikipedia solution in http://en.wikipedia.org/wiki/Property_(programming)#C.2B.2B is good but needs a minimal modification to become useful, because without the protected statement you cant write your own getters and setters.
#include <iostream>
template <typename T>
class property {
protected:
T value;
public:
T & operator = (const T &i) {
::std::cout << i << ::std::endl;
return value = i;
}
operator T const & () const {
return value;
}
};
struct Bar {
property <bool> alpha;
struct :public property <int> {
int & operator = (const int &i) {
::std::cout << "new setter " << i << ::std::endl;
return value = i;
}
} bravo;
};
main()
{
Bar b;
b.alpha = false;
b.bravo = (unsigned int) 1;
}
You can change a little more if you want:
#include <iostream>
#define SETTER(type) public: type& operator=(const type new_value)
#define GETTER(type) public: operator type const & () const
template <typename T>
class Property {
protected:
T value;
public:
T & operator = (const T &i) {
::std::cout << i << ::std::endl;
return value = i;
}
template <typename T2> T2 & operator = (const T2 &i) {
::std::cout << "T2: " << i << ::std::endl;
T2 &guard = value;
throw guard; // Never reached.
}
operator T const & () const {
return value;
}
};
struct Bar {
Property <bool> alpha;
struct:Property <int> {
SETTER(int) {
value = new_value * 1000;
::std::cout << "new method " << new_value << ::std::endl;
return value;
}
GETTER(int) {
return value/1000;
}
} bravo;
};
main()
{
Bar b;
b.alpha = false;
b.bravo = (unsigned int) 1;
::std::cout << b.bravo << ::std::endl;
}
Rather than rewrite an example of the implementation, this is the link for one on Wikipedia: http://en.wikipedia.org/wiki/Property_(programming)#C.2B.2B
This basically forces the property to be accessed through getter/setter methods. The upgrade you would need to get your desired effect is the ability to pass functors to these properties. There are plenty of ideas on implementing these; the best approach I cannot advise and depends on your developmental needs. Personally, it feels like over engineering and prefer to just use Pimpl to hide my private details and just provide the getters/setters explicitly.