undefined reference in pure virtual function C++ - c++

I am having some difficulties with a c++ program that I need to run. The problem itself is not mine and I have to make it compile. The algorithm is pretty huge so for my current error message I will demonstrate a much more simplified version of a code that I produced that gives me the exact same error. Here is the code:
class_1.h (class_1.cpp is empty)
class class_1 {
public:
class_1();
virtual ~class_1();
virtual void function() =0;
};
class_2.h (class_2.cpp is empty)
include"class_1.h";
class class_2 : public class_1{
public:
class_2();
virtual ~class_2();
virtual void function();
};
class_2a.h (class_2a.cpp is empty)
include"class_2.h";
class class_2a : public flos2{
public:
class_2a();
virtual ~class_2a();
};
class_3.h
include "class_2a.h"
include "class_1.h" //I tried unsuccesfully without including class_1.h as well
class class_3 {
public:
class_3();
virtual ~class_3();
virtual void function();
private:
class_2a my_class_2a;
};
class_3.cpp
#include "class_3.h"
class_3::class_3()
:my_class_2a()
{
}
class_3::~class_3()
{
this->function();
}
void flos3::function()
{
my_class_2a.function();
/***Main Body of function***/
}
};
The error I am getting is linker error:
undefined reference to `class_2::function()'
I know that in general the whole algorithm seems to be stupid, but more or less this is the what I was given and I am not allowed to change the structure itself, just to make it working. As you can see in class_1 function is defined as a pure virtual function, and then is called through the other classes. I really don't know how to make this thing work, so any help would be really appreciated...

You need to add:
class_1.cpp:
class_1::~class_1() = default;
class_2.cpp:
class_2::~class_2() = default;
void class_2::function() {
// add code here (or not)
}
... and so on.

You are getting linker error because your function class_2::function() does not have implementation. You need to add it, preferably in class_2.cpp file.
void class_2::function()
{
// Implementation goes here
}
Similar problem is with all virtual destructors. They need implementations as well.

Related

C++ Compile time check if a function called before another one

Lets say I have a class with two member functions.
class Dummy {
public:
void procedure_1();
void procedure_2();
};
At compile time, I want to be sure that, procedure_1 is called before procedure_2. What is the correct way do implement this?
Maybe you could do it with a proxy-class. The idea is, that procedure_2 can't be accessed directly from outside (for example by making it private). procedure_1 would return some kind of proxy that allows the access to procedure_2.
Some code below, allthough I don't consider it clean or safe. And if you want, you can still break the system.
IMO such requirements should be handled without explicit validation, because it's quite cumbersome and impossible to make it absolutely safe.
Instead, the dependency should be well documented, which also seems idiomatic in C++. You get a warning that bad things might happen if a function is used incorrectly, but nothing prevents you from shooting your own leg.
class Dummy {
private:
void procedure_2() { }
class DummyProxy
{
private:
Dummy *parent; // Maybe use something safer here
public:
DummyProxy(Dummy *parent): parent(parent) {}
void procedure_2() { this->parent->procedure_2(); }
};
public:
[[nodiscard]] DummyProxy procedure_1() {
return DummyProxy{this};
}
};
int main()
{
Dummy d;
// d.procedure_2(); error: private within this context
auto proxy = d.procedure_1(); // You need to get the proxy first
proxy.procedure_2(); // Then
// But you can still break the system:
Dummy d2;
decltype(d2.procedure_1()) x(&d2); // only decltype, function is not actually called
d2.procedure_2(); // ooops, procedure_1 wasn't called for d2
}
Instead of "checking" it, just do not allow it. Do not expose an interface that allows to call it in any other way. Expose an interface that allows to only call it in specified order. For example:
// library.c
class Dummy {
private:
void procedure_1();
void procedure_2();
public:
void call_Dummy_prodedure_1_then_something_then_produre_2(std::function<void()> f){
procedure_1();
f();
procedure_2();
}
};
You could also make procedure_2 be called from destructor and procedure_1 from a constructor.
#include <memory>
struct Dummy {
private:
void procedure_1();
void procedure_2();
public:
struct Procedures {
Dummy& d;
Procedures(Dummy& d) : d(d) { d.procedure_1(); }
~Procedures() { d.procedure_2(); }
};
// just a simple example with unique_ptr
std::unique_ptr<Dummy::Procedures> call_Dummy_prodedure_1_then_produre_2(){
return std::make_unique<Dummy::Procedures>(*this);
}
};
int main() {
Dummy d;
auto call = d.call_Dummy_prodedure_1_then_produre_2();
call.reset(); // yay!
}
The above are methods that will make sure that inside one translation unit the calls will be ordered. To check between multiple source files, generate the final executable, then write a tool that will go through the generated assembly and if there are two or more calls to that call_Dummy_prodedure_1_then_produre_2 function that tool will error. For that, additional work is needed to make sure that call_Dummy_prodedure_1_then_produre_2 can't be optimized by the compiler.
But you could create a header that could only be included by one translation unit:
// dummy.h
int some_global_variable_with_initialization = 0;
struct Dummy {
....
};
and expose the interface from above into Dummy or add only the wrapper declaration in that library. That way, if multiple souce files include dummy.h, linker will error with multiple definitions error.
As for checking, you can make prodedure_1 and procedure_2 some macros that will expand to something that can't be optimized by the compiler with some mark, like assembly comment. Then you may go through generated executable with a custom tool that will check that the call to prodedure_1 comes before procedure_2.

Modifying class behavior depending on property using if() is code smell or not?

I have a class representing some parameter. The parameter can be number, array, enum or bitfield - this is the param type. The behavior is slightly different between these types, so they are subclasses of paramBase class. The parameter can be stored in RAM or be static (i.e. hardcoded in some way, currently saved in a file).
void read() implemented in paramBase and uses template method pattern to implement reading for any param type, but this works only for RAM storage. If parameter is static then read() must be completely different (i.e. read from file).
A straightforward solution can be further subclassing like paramArrayStatic, paramNumberStatic, etc. (it will be 8 subclasses).
The difference between paramArray and paramArrayStatic is basically only in the read() method, so a straightforward solution will lead to code duplication.
Also I can add if( m_storage==static ) to read() method and modify behavior, but this is also code smell(AFIK).
class paramBase
{
public:
virtual paramType_t type() = 0;
paramStorage_t storage();
virtual someDefaultImplementedMethod()
{
//default implementation
}
void read()
{
//template method pattern
m_prop1 = blablabla;
someDefaultImplementedMethod();
}
protected:
paramStorage_t m_storage;
int m_prop1;
int m_prop2;
};
class paramArray: public paramBase
{
public:
virtual paramType_t type()
{
return PT_ARRAY;
}
virtual someDefaultImplementedMethod()
{
//overriding default implementation of base
//i.e. modify templated read() method behavior
}
protected:
int m_additional_prop1;
int m_additional_prop2;
};
In the end, I have 4 subclasses of base and I need to modify behavior of read() by static/non_static modificator.
How do I solve this without code duplication and code smell? Is the condition if( m_storage==static ) in read() is code smell or not?
You never have to duplicate code: just only re-implement that single method read. If you need to use it from pointers to the base class, virtual does just that. If you have common code between that 8 read method (or just between some of them), put it in a common middle layer.
If you want to make it clear that the class might not use the method at the base level, you can make it abstract, the add a ninth subclass for the RAM case.
Having a huge switch calling 9 different read methods in the same class seems far worse to me.
Straightforward solution can be furhter subclassing like paramArrayStatic, paramNumberStatic..etc. i.e. totally it will be 8 subclasses. Difference between paramArray and paramArrayStatic is basically only in read() method, so straightforward solution will lead to code duplication.
I agree. Creating a class that overrides the behaviour in such a significant way would be in violation of the SOLID principles (specifically the LSP part).
Also i can add if( m_storage==static ) to read() method and modify behavior, but this is also code smell(AFIK).
Who decides that this is code smell? It seems most expressive, and sensible to me.
Stop worrying so much about code smells, and start questioning the expressiveness of your options...
SigmaN,
For your simple example I would not worry about the control coupling in the read method. It is often better to have clear and maintainable code versus code that is strictly decoupled.
The general idea of your questions seems to be about decoupling the source of a value from the business logic for that value. Oftentimes, a good strategy is creating an interface as an ABC and then taking an instance on the the ctor. Here is a very simple example.
class ReadValue
{
public:
virtual int32_t readValue(std::string & value) = 0;
};
class DatabaseReadValue::public ReadValue
{
public:
virtual int32_t readValue(std:string & value) override; // read from the database
}
class XMLReadValue::public ReadValue
{
public:
virtual int32_t readValue(std::string & value) override; // read from XML file
}
class Parameter
{
public:
Parameter(ReadValue & readValueObj): readValueObj_(readValueObj) {}
int32_t read() { return(readValueObj_.readValue(value_)); }
ReadValue & readValueObj_;
std::string value_;
}
Oftentimes, the idea will be used in a template class rather than using inheritance. The gist is the same however.
The idea is related several Design Patterns depending on the details. Bridge, Adapter, Factory, Abstract Factory, PIMPL.
https://en.wikipedia.org/wiki/Software_design_pattern
--Matt
My problem is solved in this way:
//public interface and basic functionality
class base
{
public:
virtual void arraySize() //part of interface
{
printf("base arraySize()\n");
}
//template method read
int read()
{
readImpl();
}
protected:
virtual void readImpl() = 0;
};
//only base functionality of array is here. no read implementation!
class array : public base
{
public:
virtual void arraySize()
{
printf("array arraySize()\n");
}
};
//implement static read for array
class stat_array : public array
{
public:
void readImpl()
{
printf("stat_array read() \n");
}
};
//implement non static read for array
class nostat_array : public array
{
public:
void readImpl()
{
printf("nostat_array read() \n");
}
};
//test
stat_array statAr;
nostat_array nonstatAr;
base *statArPtr = &statAr;
base *nonstatArPtr = &nonstatAr;
void main()
{
statArPtr->read();
nonstatArPtr->read();
}

Segfault when trying to access function of member in a library

I have a library that is all tested thoroughly through google test suite. I am trying to keep it "pimpl" clean, but I'm running into a segfault I can't quite figure out.
Relevant Code:
Interface.h:
class Interface{
public:
Interface();
void Function(const int argument);
private:
std::unique_ptr<Implementation> Implement;
std::unique_ptr<DependencyInjection> Injection1, Injection2;
};
Interface.cpp:
Interface::Interface()
: Injection1(new DependencyInjection()),
Injection2(new DependencyInjection()),
Implement(new Implementation(*Injection1, *Injection2)) {}
void Interface::Function(const int argument){ Implement->Function(argument); }
Implementation.h:
class Implementation{
public:
Implementation(AbstractInjection &injection1, AbstractInjection &injection2);
void Function(const int argument);
private:
AbstractInjection Injection1, Injection2;
};
Implementation.cpp
Implementation::Implementation(AbstractInjection &injection1, AbstractInjection &injection2)
: Injection1(injection1),
Injection2(injection2) {}
void Implementation::Function(const int argument){
injection1.Function(argument); } // code from here out is all well tested and works
So when I create the interface and call Interface.Function() the code segfaults when it tries to evaluate Implementation.Function(). I've ran gdb through everything I can think of, all the pointers are non-null.
If I just create a test that looks like
std::unique_ptr<DependencyInjection1> injection1(new DependencyInjection());
std::unique_ptr<DependencyInjection2> injection2(new DependencyInjection());
std::unique_ptr<Implementation> implement(new Implementation(*injection1, *injection2));
implement->Function(0);
The code works fine and does not segfault
But if I create a test like
Interface iface;
iface.Function(0);
it will segfault.
I am new to the whole unique_ptr thing, but I have a suspicion that isn't the larger problem. It may be a red herring, I don't know.
The problem should actually pop as as a warning.
Initializers are done in the order in which they appear in the class definition, not in which they appear in the constructor!
Switch it to:
class Interface{
public:
Interface();
void Function(const int argument);
private:
std::unique_ptr<DependencyInjection> Injection1, Injection2;
std::unique_ptr<Implementation> Implement;
};
From here: C++: Initialization Order of Class Data Members, this is "12.6.2 of the C++ Standard"
You've got a wrong order of member fields, they are initialized in order they are declared in the class. So implement is initialized before both injections. Use -Werror=reorder to get compiler error (for GCC and probably CLang)

Trouble with multiple inheritance

I'm trying to come up with an abstraction for a game framework and one approach is to create, for example, a graphics and audio class, these are the interfaces used by your games, and you derive specific implementations for your target platforms ( desktop/mobile/console ).
I have some example code of the idea here:
#include <iostream>
#include <string>
using namespace std;
struct Graphics
{
virtual ~Graphics() {}
virtual void Rect() {}
};
struct Text
{
virtual ~Text() {}
virtual void Print(string s) {}
};
struct IosGraphics : public Graphics
{
void Rect() { cout << "[]"; }
};
struct IosText : public Text
{
void Print(string s) { cout << s << endl; }
};
struct Output : public Graphics, public Text
{
};
struct IosOutput : public Output, public IosGraphics, public IosText
{
};
int main()
{
Output * output = new IosOutput();
output->Rect(); // this calling Graphics::Rect not IosGraphics::Rect
output->Print("Hello World!"); // this calling Text::Print not IosText::Print
cin.get();
}
The problem is that output is using the Text::Print instead of IosText::Print, I wonder if this is related to the diamond problem and I might have to use virtual inheritance or something. Any help is greatly appreciated.
"The diamond problem" isn't a problem, it's a symptom of not understanding the distinction between virtual and non-virtual inheritance. In the code above, the class Output has two base classes of type Graphics, one from Output and one from IosGraphics. It also has two base classes of type Text, one from Output and one from IosText. So output->Print("Hello, World!) calls the implementation of Print() in its base, that is, it calls Text::Print(). It doesn't know anything about IosGraphics::Print().
If you change IosGraphics to have Graphics as a virtual base, and change IosText to have Text as a virtual base, and change Output to have Graphics and Text as virtual bases, then things will do what you want because of the Dominance rule. Output doesn't override Rect() but IosGraphics does, so virtual calls to Output->Rect() go to IosGraphics::Rect(), and similarly for Text::Print().
I know, that sounds like magic. The rule is a bit weird, but it works. Try it.
In general, avoid multiple implementation inheritance at all costs. In your case, IosOutput has two copies of Graphics and Text in it, which is causing the problem.
The best solution is, however, not to use inheritance at all, but instead use membership -- IosOutput has members of type IosGraphics and IosText, and those may legitimately inherit from a more abstract Graphics and Text.
Also, consider interfaces -- classes with only pure virtual methods as an alternative solution.

calling a function from a set of overloads depending on the dynamic type of an object

I feel like the answer to this question is really simple, but I really am having trouble finding it. So here goes:
Suppose you have the following classes:
class Base;
class Child : public Base;
class Displayer
{
public:
Displayer(Base* element);
Displayer(Child* element);
}
Additionally, I have a Base* object which might point to either an instance of the class Base or an instance of the class Child.
Now I want to create a Displayer based on the element pointed to by object, however, I want to pick the right version of the constructor. As I currently have it, this would accomplish just that (I am being a bit fuzzy with my C++ here, but I think this the clearest way)
object->createDisplayer();
virtual void Base::createDisplayer()
{
new Displayer(this);
}
virtual void Child::createDisplayer()
{
new Displayer(this);
}
This works, however, there is a problem with this:
Base and Child are part of the application system, while Displayer is part of the GUI system. I want to build the GUI system independently of the Application system, so that it is easy to replace the GUI. This means that Base and Child should not know about Displayer. However, I do not know how I can achieve this without letting the Application classes know about the GUI.
Am I missing something very obvious or am I trying something that is not possible?
Edit: I missed a part of the problem in my original question. This is all happening quite deep in the GUI code, providing functionality that is unique to this one GUI. This means that I want the Base and Child classes not to know about the call at all - not just hide from them to what the call is
It seems a classic scenario for double dispatch. The only way to avoid the double dispatch is switching over types (if( typeid(*object) == typeid(base) ) ...) which you should avoid.
What you can do is to make the callback mechanism generic, so that the application doesn't have to know of the GUI:
class app_callback {
public:
// sprinkle const where appropriate...
virtual void call(base&) = 0;
virtual void call(derived&) = 0;
};
class Base {
public:
virtual void call_me_back(app_callback& cb) {cb.call(*this);}
};
class Child : public Base {
public:
virtual void call_me_back(app_callback& cb) {cb.call(*this);}
};
You could then use this machinery like this:
class display_callback : public app_callback {
public:
// sprinkle const where appropriate...
virtual void call(base& obj) { displayer = new Displayer(obj); }
virtual void call(derived& obj) { displayer = new Displayer(obj); }
Displayer* displayer;
};
Displayer* create_displayer(Base& obj)
{
display_callback dcb;
obj.call_me_back(dcb);
return dcb.displayer;
}
You will have to have one app_callback::call() function for each class in the hierarchy and you will have to add one to each callback every time you add a class to the hierarchy.
Since in your case calling with just a base& is possible, too, the compiler won't throw an error when you forget to overload one of these functions in a callback class. It will simply call the one taking a base&. That's bad.
If you want, you could move the identical code of call_me_back() for each class into a privately inherited class template using the CRTP. But if you just have half a dozen classes it doesn't really add all that much clarity and it requires readers to understand the CRTP.
Have the application set a factory interface on the system code. Here's a hacked up way to do this. Obviously, apply this changes to your own preferences and coding standards. In some places, I'm inlining the functions in the class declaration - only for brevity.
// PLATFORM CODE
// platformcode.h - BEGIN
class IDisplayer;
class IDisplayFactory
{
virtual IDisplayer* CreateDisplayer(Base* pBase) = 0;
virtual IDisplayer* CreateDisplayer(Child* pBase) = 0;
};
namespace SystemDisplayerFactory
{
static IDisplayFactory* s_pFactory;
SetFactory(IDisplayFactory* pFactory)
{
s_pFactory = pFactory;
}
IDisplayFactory* GetFactory()
{
return s_pFactory;
}
};
// platformcode.h - end
// Base.cpp and Child.cpp implement the "CreateDisplayer" methods as follows
void Base::CreateDisplayer()
{
IDisplayer* pDisplayer = SystemDisplayerFactory::GetFactory()->CreateDisplayer(this);
}
void Child::CreateDisplayer()
{
IDisplayer* pDisplayer = SystemDisplayerFactory::GetFactory()->CreateDisplayer(this);
}
// In your application code, do this:
#include "platformcode.h"
class CDiplayerFactory : public IDisplayerFactory
{
IDisplayer* CreateDisplayer(Base* pBase)
{
return new Displayer(pBase);
}
IDisplayer* CreateDisplayer(Child* pChild)
{
return new Displayer(pChild);
}
}
Then somewhere early in app initialization (main or WinMain), say the following:
CDisplayerFactory* pFactory = new CDisplayerFactory();
SystemDisplayFactory::SetFactory(pFactory);
This will keep your platform code from having to know the messy details of what a "displayer" is, and you can implement mock versions of IDisplayer later to test Base and Child independently of the rendering system.
Also, IDisplayer (methods not shown) becomes an interface declaration exposed by the platform code. Your implementation of "Displayer" is a class (in your app code) that inherits from IDisplayer.