C++: Adding methods to a polymorphic class hierarchy without violating SRP? - c++

I have a design issue that I constantly keep encountering.
For the sake of illustration, let's assume that I have a polymorphic class hierarchy
class A { public: virtual ~A() {} ... };
class B: public A { ... };
class C: public B { ... };
class D: public A { ... };
...
I want to be able to print instances of these classes in a polymorphic way, i.e. each class has its own way of printing itself. The obvious way of achieving this would be to add
virtual void print(OutputStream &os) = 0;
into the base class and override this method in every subclass. However, if the original responsibility of the classes is not related to printing, this will add another responsibility to them, thus violating SRP.
My question is: what is a proper way of achieving the desired behavior without violating SRP?
In this post, a solution based on the Visitor design pattern is proposed. However, then I would need to create a class which has to know about every subclass of A. I would like to be able to add and remove subclasses without a need to always modify the visitor.
Is there some other, SRP-preserving way than the two ways described above?

There is an acyclic visitor pattern that eliminates the need to know about every subclass. It relies on dynamic_cast, but may be what you need.

There is nothing wrong with a class printing itself. It does not violate SRP because printing does not constitute a responsibility.
Remember that responsibility is defined as a reason to change. You don't change a class because your requirements for printing change. The class should only send name-value pairs to the entity responsible for printing, called the formatter. This procedure of sending name-value pairs never ever changes by itself. Any changes in it are only prompted by other changes, unrelated to printing (when you e.g. add a field, you also add its representation to the printing procedure).
The formatter should know nothing about the classes it prints, but simply present the name-value pairs according to some set of requirements. The formatter changes when the printing requirements change. Therefore printing would be the sole responsibility of the formatter.

You'll need to go for some sort of visitor of double dispatch solution in order to do this. The double dispatch approach is a bit more lightweight, so how about something like this:
In A:
class Processor
{
public:
virtual void Process(const A &a)const {}
virtual void Process(const B &b)const {}
virtual void Process(const C &c)const {}
virtual void Process(const D &d)const {}
virtual void Process(const E &e)const {}
};
In A:
class A
{
public:
virtual void Process(const Processor &processor)
{
processor.Process(*this);
}
};
Then, in each derived class override Process with an identical definition:
virtual void Process(const Processor &processor)
{
processor.Process(*this);
}
This will ensure that the correct overload in Process is called.
Now, create a stream processor:
class StreamProcessor : public Processor
{
private:
OutputStream &m_OS;
public:
StreamProcessor(OutputStream &os) : m_OS(os)
{
}
virtual void Processor(const A &a)const
{
m_os << "got a A";
}
virtual void Processor(const B &b)const
{
m_os << "got a B";
}
virtual void Processor(const C &c)const
{
m_os << "got a C";
}
// etc
};
And then:
OutputStream &operator<<(OutputStream &os, A &a)
{
PrintProcessor(os);
a.Process(PrintProcessor);
return os;
}

You can provide an interface for printing responsibility and keep common responsibilities under your class hierarchy. Example:
class Printer { public: virtual void print(OutputStream &os) = 0; }
class A { public: virtual ~A() {} ... };
class B: public A, public Printer { ... }; // this needs print function, use interface.
class C: public B { ... };
class D: public A { ... };

Related

Is checking of object type really always sign of bad design?

I have a source of some lines of text, each of which is a message, representing object of some type. I'm making a parser for these lines, which should take the text line as input and give the ready to use object as output. So I make the following hierarchy of classes:
class Message
{
public:
virtual ~Message(){};
};
class ObjectTypeA : public Message
{/*...*/};
class ObjectTypeB : public Message
{/*...*/};
class ObjectTypeC : public Message
{/*...*/};
and here's how it's used:
std::shared_ptr<Message> parseLine(std::string& line);
void doWork()
{
std::string line;
while(getLine(line))
{
std::shared_ptr<Message> object=parseLine(line);
if(dynamic_cast<ObjectTypeA*>(object.get()))
doSomethingA(*static_cast<ObjectTypeA*>(object.get()));
else if(dynamic_cast<ObjectTypeB*>(object.get()))
doCompletelyUnrelatedProcessing(*static_cast<ObjectTypeB*>(object.get()));
else if(dynamic_cast<ObjectTypeC*>(object.get()))
doSomethingEvenMoreDifferent(*static_cast<ObjectTypeC*>(object.get()));
}
}
Here the parser would be a library function, and the objects don't know in advance how they will be processed. So, I can't put the processing code to a virtual function of Message implementations.
But many of the answers in this question say that if one needs to check type of the object, it's a sign of bad design. But I can't seem to see what's bad here. Is there any better way to organize the solution?
First off, it's not always a sign of bad design. There are very few absolutes in "soft" things like "good" or "bad" design. Nevertheless, it does often indicate a different approach would be preferable, for one or more of these reasons: extensibility, ease of maintenance, familiarity, and similar.
In your particular case: One of the standard ways to make arbitrary class-specific processing possible without type switches or bloating/polluting the interface of the class is to use the Visitor pattern. You create a generic MessageVisitor interface, teach the Message subclasses to call into it, and implement it wherever you need to process them:
class MessageVisitor;
class Message
{
public:
virtual ~Message(){};
virtual void accept(MessageVisitor &visitor) = 0;
};
class ObjectTypeA : public Message
{
void accept(MessageVisitor &visitor) override
{ visitor.visit(*this); }
/*...*/
};
class ObjectTypeB : public Message
{
void accept(MessageVisitor &visitor) override
{ visitor.visit(*this); }
/*...*/
};
class ObjectTypeC : public Message
{
void accept(MessageVisitor &visitor) override
{ visitor.visit(*this); }
/*...*/
};
class MessageVisitor
{
public:
virtual void visit(ObjectTypeA &subject) {}
virtual void visit(ObjectTypeB &subject) {}
virtual void visit(ObjectTypeC &subject) {}
};
You would then use it like this:
void doWork()
{
struct DoWorkMessageVisitor : MessageVisitor
{
void visit(ObjectTypeA &subject) override { doSomethingA(subject); }
void visit(ObjectTypeB &subject) override { doSomethingB(subject); }
void visit(ObjectTypeC &subject) override { doSomethingC(subject); }
};
std::string line;
while(getLine(line))
{
std::shared_ptr<Message> object=parseLine(line);
DoWorkMessageVisitor v;
object->accept(v);
}
}
Feel free to customise this with const overloads etc. as necessary.
Note that accept cannot be implemented in the base class, because you need the correct type of *this in the invocation of visit. That is where the type switch has "moved".
An alternative is to make the visit functions in MessageVisitor pure virtual instead of empty. Then, if you need to add a new message type, it will automatically force you to update all places where such type-specific processing occurs.
You're really asking for opinions on whats good and bad design. Here's mine:
Yours is bad design, because you try to do something in another class that should be handled by the subclasses, because that's what polymorphism is for.
Your mother class should have a
virtual void do_stuff_that_is_specific_to_the_subclass(...) = 0;
method, which you'd implement in your subclasses.
Here the parser would be a library function, and the objects don't know in advance how they will be processed. So, I can't put the processing code to a virtual function of Message implementations.
Why not? You should simply have a
virtual void do_stuff_that_is_specific_to_the_subclass(parser&, ...) = 0;
method that uses the parser differently for each subclass. There's no reason that what you can do in your if/else clauses couldn't just be done in the subclasses, unless it breaks encapsulation, which I'd doubt, because the only reason you've got these objects is that you want to do specific things differently for different lines.
doSomethingA, doCompletelyUnrelatedProcessing and doSomethingEvenMoreDifferent could be just overrides of pure virtual function of Message class. In your case that would be much more effecient and better as a design solution.

virtual methods C++

I'm facing the following problem.
I implement parent Class - Vehicle, it has some derived classes, one of them - FastVehicle.
In the program I need to store a Vector of Vehicle* pointers. the pointers may point to Vehicle objects or to FastVehicle objects as well.
1) I want to be able to call the method print() for every object in the vector.
The problem is that in case of FastVehicle I also want to tranfer a parameter to the function,
I need to call a function with signature:
void print(int a)
I know a little bit about the virtual function mechanism, but according to my knowledge it works only if both functions have the same signature.
I would like to hear suggestions, about how to work it out.
2) In addition in the derived class FastVehicle has some unique function that it doesn't share with the parent class Vehicle.
It performs a task that should be performed only for FastVehicle objects.
What is the cleanest way to achieve this?
I thought maybe to implement "empty" virtual function in the parent class Vehicle and implement the "real" task inside an overriding method of FastVehicle
Maybe someone can suggest a better solution.
thanks
You can always use a dynamic_cast to cast Vehicle to FastVehicle. It returns NULL if Vehicle is not FastVehicle. It depends on your use situation if you should really do this.
for(Vehicle* vehicle : vehicleVector)
{
FastVehicle* fastVehicle = dynamic_cast<FastVehicle*>(vehicle);
if(fastVehicle)
{
fastVehicle->print(1337);
fastVehicle->somethingElse();
}
else
{
vehicle->print();
}
}
Full example available here: https://ideone.com/69n6Jb
Most likely you have to rethink why you need a parameter for FastVehicle, but not for anything other type of Vehicle. That to me is an indication of bad design.
Just declare print(int) in the base class, override it, but in the classes where you don't need the int, just disregard it.
The pragmatic solutions are:
Pass the int a parameter to the virtual print method but ignore it in Vehicle and only use it in FastVehicle
As you suggest, simply add an "empty" virtual function to the base class that is a no-op in Vehicle and is only implemented in FastVehicle
E.g:
struct Vehicle {
virtual ~Vehicle(){}
virtual void print(int /*a*/) const { std::cout << "Vehicle print\n"; }
virtual void somethingElse() { /* no-op */ }
};
struct FastVehicle : Vehicle {
void print(int a) const override {std::cout << "FastVehicle print " << a << "\n";}
void somethingElse() override { std::cout << "Something else!\n"; }
};
for (auto vehicle : vehicles) {
vehicle->print(512);
vehicle->somethingElse();
}
Live demo
Perhaps you could refactor with an abstract vehicleI:
struct vehicleI {
....
virtual void print(int) = 0;
}
and then your vehicle:
struct vehicle : vehicleI {
....
void print(int i = 0);
}
and your fastVehicle as:
struct fastvehicle: vehicleI {
....
void print(int);
}
if you want to properly use a dynamic call to a Vehicle interface, you need to define a common interface.
If you need to specify a parameter in case of FastVehicle but not in the case of FastVehicle, that's not an interface anymore.
You have two solutions:
Default parameter
struct Vehicle
{
virtual void print(int a=0) {};
};
struct FastVehicle : public Vehicle
{
void print(int a=0) override {};
};
now you can call both with or without a parameter.
Second option:
struct Vehicle
{
virtual void print() {};
};
struct FastVehicle : public Vehicle
{
void print() override {};
void setA(int a) { _a = a; }
_a{};
};
Now you can set your 'a' variable through another method, but not when you access the object through Vehicle's interface.

oop - C++ - Proper way to implement type-specific behavior?

Let's say I have a parent class, Arbitrary, and two child classes, Foo and Bar. I'm trying to implement a function to insert any Arbitrary object into a database, however, since the child classes contain data specific to those classes, I need to perform slightly different operations depending on the type.
Coming into C++ from Java/C#, my first instinct was to have a function that takes the parent as the parameter use something like instanceof and some if statements to handle child-class-specific behavior.
Pseudocode:
void someClass(Arbitrary obj){
obj.doSomething(); //a member function from the parent class
//more operations based on parent class
if(obj instanceof Foo){
//do Foo specific stuff
}
if(obj instanceof Bar){
//do Bar specific stuff
}
}
However, after looking into how to implement this in C++, the general consensus seemed to be that this is poor design.
If you have to use instanceof, there is, in most cases, something wrong with your design. – mslot
I considered the possibility of overloading the function with each type, but that would seemingly lead to code duplication. And, I would still end up needing to handle the child-specific behavior in the parent class, so that wouldn't solve the problem anyway.
So, my question is, what's the better way of performing operations that where all parent and child classes should be accepted as input, but in which behavior is dictated by the object type?
First, you want to take your Arbitrary by pointer or reference, otherwise you will slice off the derived class. Next, sounds like a case of a virtual method.
void someClass(Arbitrary* obj) {
obj->insertIntoDB();
}
where:
class Arbitrary {
public:
virtual ~Arbitrary();
virtual void insertIntoDB() = 0;
};
So that the subclasses can provide specific overrides:
class Foo : public Arbitrary {
public:
void insertIntoDB() override
// ^^^ if C++11
{
// do Foo-specific insertion here
}
};
Now there might be some common functionality in this insertion between Foo and Bar... so you should put that as a protected method in Arbitrary. protected so that both Foo and Bar have access to it but someClass() doesn't.
In my opinion, if at any place you need to write
if( is_instance_of(Derived1) )
//do something
else if ( is_instance_of(Derived2) )
//do somthing else
...
then it's as sign of bad design. First and most straight forward issue is that of "Maintainence". You have to take care in case further derivation happens. However, sometimes it's necessary. for e.g if your all classes are part of some library. In other cases you should avoid this coding as far as possible.
Most often you can remove the need to check for specific instance by introducing some new classes in the hierarchy. For e.g :-
class BankAccount {};
class SavingAccount : public BankAccount { void creditInterest(); };
class CheckingAccount : public BankAccount { void creditInterest(): };
In this case, there seems to be a need for if/else statement to check for actual object as there is no corresponsing creditInterest() in BanAccount class. However, indroducing a new class could obviate the need for that checking.
class BankAccount {};
class InterestBearingAccount : public BankAccount { void creditInterest(): } {};
class SavingAccount : public InterestBearingAccount { void creditInterest(): };
class CheckingAccount : public InterestBearingAccount { void creditInterest(): };
The issue here is that this will arguably violate SOLID design principles, given that any extension in the number of mapped classes would require new branches in the if statement, otherwise the existing dispatch method will fail (it won't work with any subclass, just those it knows about).
What you are describing looks well suited to inheritance polymorphicism - each of Arbitrary (base), Foo and Bar can take on the concerns of its own fields.
There is likely to be some common database plumbing which can be DRY'd up the base method.
class Arbitrary { // Your base class
protected:
virtual void mapFields(DbCommand& dbCommand) {
// Map the base fields here
}
public:
void saveToDatabase() { // External caller invokes this on any subclass
openConnection();
DbCommand& command = createDbCommand();
mapFields(command); // Polymorphic call
executeDbTransaction(command);
}
}
class Foo : public Arbitrary {
protected: // Hide implementation external parties
virtual void mapFields(DbCommand& dbCommand) {
Arbitrary::mapFields();
// Map Foo specific fields here
}
}
class Bar : public Arbitrary {
protected:
virtual void mapFields(DbCommand& dbCommand) {
Arbitrary::mapFields();
// Map Bar specific fields here
}
}
If the base class, Arbitrary itself cannot exist in isolation, it should also be marked as abstract.
As StuartLC pointed out, the current design violates the SOLID principles. However, both his answer and Barry's answer has strong coupling with the database, which I do not like (should Arbitrary really need to know about the database?). I would suggest that you make some additional abstraction, and make the database operations independent of the the data types.
One possible implementation may be like:
class Arbitrary {
public:
virtual std::string serialize();
static Arbitrary* deserialize();
};
Your database-related would be like (please notice that the parameter form Arbitrary obj is wrong and can truncate the object):
void someMethod(const Arbitrary& obj)
{
// ...
db.insert(obj.serialize());
}
You can retrieve the string from the database later and deserialize into a suitable object.
So, my question is, what's the better way of performing operations
that where all parent and child classes should be accepted as input,
but in which behavior is dictated by the object type?
You can use Visitor pattern.
#include <iostream>
using namespace std;
class Arbitrary;
class Foo;
class Bar;
class ArbitraryVisitor
{
public:
virtual void visitParent(Arbitrary& m) {};
virtual void visitFoo(Foo& vm) {};
virtual void visitBar(Bar& vm) {};
};
class Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Parent specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitParent(*this);
}
};
class Foo: public Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Foo specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitFoo(*this);
}
};
class Bar: public Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Bar specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitBar(*this);
}
};
class SetArbitaryVisitor : public ArbitraryVisitor
{
void visitParent(Arbitrary& vm)
{
vm.DoSomething();
}
void visitFoo(Foo& vm)
{
vm.DoSomething();
}
void visitBar(Bar& vm)
{
vm.DoSomething();
}
};
int main()
{
Arbitrary *arb = new Foo();
SetArbitaryVisitor scv;
arb->accept(scv);
}

Am I Abusing Inheritance Here? What's A Best-Practice Alternative/Pattern?

BIG EDIT
So after gathering some feedback from all of you, and meditating on the XY problem as Zack suggested, I decided to add another code example which illustrates exactly what I'm trying to accomplish (ie the "X") instead of asking about my "Y".
So now we are working with cars and I've added 5 abstract classes: ICar, ICarFeatures, ICarParts, ICarMaker, ICarFixer. All of these interfaces will wrap or use a technology-specific complex object provided by a 3rd party library, depending on the derived class behind the interface. These interfaces will intelligently manage the life cycle of the complex library objects.
My use case here is the FordCar class. In this example, I used the Ford library to access classes FordFeatureImpl, FordPartsImpl, and FordCarImpl. Here is the code:
class ICar {
public:
ICar(void) {}
virtual ~ICar(void) {}
};
class FordCar : public ICar {
public:
ICar(void) {}
~FordCar(void) {}
FordCarImpl* _carImpl;
};
class ICarFeatures {
public:
ICarFeatures(void) {}
virtual ~ICarFeatures(void) {}
virtual void addFeature(UserInput feature) = 0;
};
class FordCarFeatures : public ICarFeatures{
public:
FordCarFeatures(void) {}
virtual ~FordCarFeatures(void) {}
virtual void addFeature(UserInput feature){
//extract useful information out of feature, ie:
std::string name = feature.name;
int value = feature.value;
_fordFeature->specialAddFeatureMethod(name, value);
}
FordFeatureImpl* _fordFeature;
};
class ICarParts {
public:
ICarParts(void) {}
virtual ~ICarParts(void) {}
virtual void addPart(UserInput part) = 0;
};
class FordCarParts :public ICarParts{
public:
FordCarParts(void) {}
virtual ~FordCarParts(void) {}
virtual void addPart(UserInput part) {
//extract useful information out of part, ie:
std::string name = part.name;
std::string dimensions = part.dimensions;
_fordParts->specialAddPartMethod(name, dimensions);
}
FordPartsImpl* _fordParts;
};
class ICarMaker {
public:
ICarMaker(void) {}
virtual ~ICarMaker(void) {}
virtual ICar* makeCar(ICarFeatures* features, ICarParts* parts) = 0;
};
class FordCarMaker {
public:
FordCarMaker(void) {}
virtual ~FordCarMaker(void) {}
virtual ICar* makeCar(ICarFeatures* features, ICarParts* parts){
FordFeatureImpl* fordFeatures = dynamic_cast<FordFeatureImpl*>(features);
FordPartsImpl* fordParts = dynamic_cast<FordPartsImpl*>(parts);
FordCar* fordCar = customFordMakerFunction(fordFeatures, fordParts);
return dynamic_cast<ICar*>(fordCar);
}
FordCar* customFordMakerFunction(FordFeatureImpl* fordFeatures, FordPartsImpl* fordParts) {
FordCar* fordCar = new FordCar;
fordCar->_carImpl->specialFeatureMethod(fordFeatures);
fordCar->_carImpl->specialPartsMethod(fordParts);
return fordCar;
}
};
class ICarFixer {
public:
ICarFixer(void) {}
virtual ~ICarFixer(void) {}
virtual void fixCar(ICar* car, ICarParts* parts) = 0;
};
class FordCarFixer {
public:
FordCarFixer(void) {}
virtual ~FordCarFixer(void) {}
virtual void fixCar(ICar* car, ICarParts* parts) {
FordCar* fordCar = dynamic_cast<FordCar*>(car);
FordPartsImpl* fordParts = dynamic_cast<FordPartsImpl*>(parts);
customFordFixerFunction(fordCar, fordParts);
}
customFordFixerFunction(FordCar* fordCar, FordPartsImpl* fordParts){
fordCar->_carImpl->specialRepairMethod(fordParts);
}
};
Notice that I must use dynamic casting to access the technology-specific objects within the abstract interfaces. This is what makes me think I'm abusing inheritance and provoked me to ask this question originally.
Here is my ultimate goal:
UserInput userInput = getUserInput(); //just a configuration file ie XML/YAML
CarType carType = userInput.getCarType();
ICarParts* carParts = CarPartFactory::makeFrom(carType);
carParts->addPart(userInput);
ICarFeatures* carFeatures = CarFeaturesFactory::makeFrom(carType);
carFeatures->addFeature(userInput);
ICarMaker* carMaker = CarMakerFactory::makeFrom(carType);
ICar* car = carMaker->makeCar(carFeatures, carParts);
UserInput repairSpecs = getUserInput();
ICarParts* replacementParts = CarPartFactory::makeFrom(carType);
replacementParts->addPart(repairSpecs);
ICarFixer* carFixer = CarFixerFactory::makeFrom(carType);
carFixer->fixCar(car, replacementParts);
Perhaps now you all have a better understanding of what I'm trying to do and perhaps where I can improve.
I'm trying to use pointers of base classes to represent derived (ie Ford) classes, but the derived classes contain specific objects (ie FordPartsImpl) which are required by the other derived classes (ie FordCarFixer needs a FordCar and FordPartsImpl object). This requires me to use dynamic casting to downcast a pointer from the base to its respective derived class so I can access these specific Ford objects.
My question is: am I abusing inheritance here? I'm trying to have a many-to-many relationship between the workers and objects. I feel like I'm doing something wrong by having an Object family of class which literally do nothing but hold data and making the ObjectWorker class have to dynamic_cast the object to access the insides.
That is not abusing inheritance... This is abusing inheritance
class CSNode:public CNode, public IMvcSubject, public CBaseLink,
public CBaseVarObserver,public CBaseDataExchange, public CBaseVarOwner
Of which those who have a C prefix have huge implementations
Not only that... the Header is over 300 lines of declarations.
So no... you are not abusing inheritance right now.
But this class I just showed you is the product of erosion. I'm sure the Node as it began it was a shinning beacon of light and polymorphism, able to switch smartly between behavior and nodes.
Now it has become a Kraken, a Megamoth, Cthulu itself trying to chew my insides with only a vision of it.
Heed this free man, heed my counsel, beware of what your polymorphism may become.
Otherwise it is fine, a fine use of inheritance of something I suppose is an Architecture in diapers.
What other alternatives do I have if I want to only have a single work() method?
Single Work Method... You could try:
Policy Based Design, where a policy has the implementation of your model
A Function "work" that it is used by every single class
A Functor! Instantiated in every class that it will be used
But your inheritance seems right, a single method that everyone will be using.
One more thing....I'm just gonna leave this wiki link right here
Or maybe just copy paste the wiki C++ code... which is very similar to yours:
#include <iostream>
#include <string>
template <typename OutputPolicy, typename LanguagePolicy>
class HelloWorld : private OutputPolicy, private LanguagePolicy
{
using OutputPolicy::print;
using LanguagePolicy::message;
public:
// Behaviour method
void run() const
{
// Two policy methods
print(message());
}
};
class OutputPolicyWriteToCout
{
protected:
template<typename MessageType>
void print(MessageType const &message) const
{
std::cout << message << std::endl;
}
};
class LanguagePolicyEnglish
{
protected:
std::string message() const
{
return "Hello, World!";
}
};
class LanguagePolicyGerman
{
protected:
std::string message() const
{
return "Hallo Welt!";
}
};
int main()
{
/* Example 1 */
typedef HelloWorld<OutputPolicyWriteToCout, LanguagePolicyEnglish> HelloWorldEnglish;
HelloWorldEnglish hello_world;
hello_world.run(); // prints "Hello, World!"
/* Example 2
* Does the same, but uses another language policy */
typedef HelloWorld<OutputPolicyWriteToCout, LanguagePolicyGerman> HelloWorldGerman;
HelloWorldGerman hello_world2;
hello_world2.run(); // prints "Hallo Welt!"
}
More important questions are
How are you going to use an Int Object with your StringWorker?
You current implementation won't be able to handle that
With policies it is possible.
What are the possible objects?
Helps you define if you need this kind of behavior
And remember, don't kill a chicken with a shotgun
Maybe your model will never really change overtime.
You have committed a design error, but it is not "abuse of inheritance". Your error is that you are trying to be too generic. Meditate upon the principle of You Aren't Gonna Need It. Then, think about what you actually have. You don't have Objects, you have Dogs, Cats, and Horses. Or perhaps you have Squares, Polygons, and Lines. Or TextInEnglish and TextInArabic. Or ... the point is, you probably have a relatively small number of concrete things and they probably all go in the same superordinate category. Similarly, you do not have Workers. On the assumption that what you have is Dogs, Cats, and Horses, then you probably also have an Exerciser and a Groomer and a Veterinarian.
Think about your concrete problem in concrete terms. Implement only the classes and only the relationships that you actually need.
The point is that you're not accessing the specific functionality through the interfaces. The whole reason for using interfaces is that you want all Cars to be made, fixed and featured ... If you're not going to use them in that way, don't use interfaces (and inheritance) at all, but simply check at user input time which car was chosen and instantiate the correct specialized objects.
I've changed your code a bit so that only at "car making" time there will be an upward dynamic_cast. I would have to know all the things you want to do exactly to create interfaces I would be really happy with.
class ICar {
public:
ICar(void) {}
virtual ~ICar(void) {}
virtual void specialFeatureMethod(ICarFeatures *specialFeatures);
virtual void specialPartsMethod(ICarParts *specialParts);
virtual void specialRepairMethod(ICarParts *specialParts);
};
class FordCar : public ICar {
public:
FordCar(void) {}
~FordCar(void) {}
void specialFeatureMethod(ICarFeatures *specialFeatures) {
//Access the specialFeatures through the interface
//Do your specific Ford stuff
}
void specialPartsMethod(ICarParts *specialParts) {
//Access the specialParts through the interface
//Do your specific Ford stuff
}
void specialRepairMethod(ICarParts *specialParts) {
//Access the specialParts through the interface
//Do your specific Ford stuff
}
};
class ICarFeatures {
public:
ICarFeatures(void) {}
virtual ~ICarFeatures(void) {}
virtual void addFeature(UserInput feature) = 0;
};
class FordCarFeatures : public ICarFeatures{
public:
FordCarFeatures(void) {}
~FordCarFeatures(void) {}
void addFeature(UserInput feature){
//extract useful information out of feature, ie:
std::string name = feature.name;
int value = feature.value;
_fordFeature->specialAddFeatureMethod(name, value);
}
FordFeatureImpl* _fordFeature;
};
class ICarParts {
public:
ICarParts(void) {}
virtual ~ICarParts(void) {}
virtual void addPart(UserInput part) = 0;
};
class FordCarParts :public ICarParts{
public:
FordCarParts(void) {}
~FordCarParts(void) {}
void addPart(UserInput part) {
//extract useful information out of part, ie:
std::string name = part.name;
std::string dimensions = part.dimensions;
_fordParts->specialAddPartMethod(name, dimensions);
}
FordPartsImpl* _fordParts;
};
class ICarMaker {
public:
ICarMaker(void) {}
virtual ~ICarMaker(void) {}
virtual ICar* makeCar(ICarFeatures* features, ICarParts* parts) = 0;
};
class FordCarMaker {
public:
FordCarMaker(void) {}
~FordCarMaker(void) {}
ICar* makeCar(ICarFeatures* features, ICarParts* parts){
return customFordMakerFunction(features, parts);
}
ICar* customFordMakerFunction(ICarFeatures* features, ICarParts* parts) {
FordCar* fordCar = new FordCar;
fordCar->specialFeatureMethod(features);
fordCar->specialPartsMethod(parts);
return dynamic_cast<ICar*>(fordCar);
}
};
class ICarFixer {
public:
ICarFixer(void) {}
virtual ~ICarFixer(void) {}
virtual void fixCar(ICar* car, ICarParts* parts) = 0;
};
class FordCarFixer {
public:
FordCarFixer(void) {}
~FordCarFixer(void) {}
void fixCar(ICar* car, ICarParts* parts) {
customFordFixerFunction(car, parts);
}
void customFordFixerFunction(ICar* fordCar, ICarParts *fordParts){
fordCar->specialRepairMethod(fordParts);
}
};
One can do better (for certain values of "better"), with increased complexity.
What is actually being done here? Let's look point by point:
There's some object type, unknown statically, determined at run time from a string
There's some worker type, also unknown statically, determined at run time from another string
Hopefully the object type and the worker type will match
We can try to turn "hopefully" into "certainly" with some template code.
ObjectWorkerDispatcher* owd =
myDispatcherFactory->create("someWorker", "someObject");
owd->dispatch();
Obviously both object and worker are hidden in the dispatcher, which is completely generic:
class ObjectWorkerDispatcher {
ObjectWorkerDispatcher(string objectType, string workerType) { ... }
virtual void dispatch() = 0;
}
template <typename ObjectType>
class ConcreteObjectWorkerDispatcher : public ObjectWorkerDispatcher {
void dispatch () {
ObjectFactory<ObjectType>* of = findObjectFactory(objectTypeString);
WorkerFactory<ObjectType>* wf = findWorkerFactory(workerTypeString);
ObjectType* obj = of->create();
Worker<ObjectType>* wrk = wf->create();
wrk->doWork(obj);
}
map<string, ObjectFactory<ObjectType>*> objectFactories;
map<string, WorkerFactory<ObjectType>*> workerFactories;
ObjectFactory<ObjectType>* findObjectFactory(string) { .. use map }
WorkerFactory<ObjectType>* findWorkerFactory(string) { .. use map }
}
We have different unrelated types of Object. No common Object class, but we can have e.g. several subtypes of StringObject, all compatible with all kinds of StringWorker.
We have an abstract Worker<ObjectType> class template and concrete MyStringWorker : public Worker<StringObject> , OtherStringWorker : public Worker<StringObject> ... classes.
Both kinds of factories are inheritance-free. Different types of factories are kept completely separate (in different dispatchers) and never mix.
There's still some amount of blanks to fill in, but hopefully it all should be more or less clear.
No casts are used in making of this design. You decide whether this property alone is worth such an increase in complexity.
I think you have the right solution per your needs. One thing I see that can be improved is removing the use of carType from the function that deals with the objects at the base class level.
ICar* FordCarFixer::getFixedCar(UserInput& userInput)
{
FordCarParts* carParts = new FordPartFactory;
carParts->addPart(userInput);
FordCarFeatures* carFeatures = new FordCarFeatures;
carFeatures->addFeature(userInput);
FordCarMaker* carMaker = new FordCarMaker;
FordCar* car = carMaker->makeCar(carFeatures, carParts);
UserInput repairSpecs = getUserInput();
ForCarParts* replacementParts = new ForCarParts;
replacementParts->addPart(repairSpecs);
FordCarFixer* carFixer = new FordCarFixer;
carFixer->fixCar(car, replacementParts);
return car;
}
UserInput userInput = getUserInput();
ICar* car = CarFixerFactory::getFixedCar(userInput);
With this approach, most of the objects at FordCarFixer level are Ford-specific.

Enforcing correct parameter types in derived virtual function

I'm finding it difficult to describe this problem very concisely, so I've attached the code for a demonstration program.
The general idea is that we want a set of Derived classes that are forced to implement some abstract Foo() function from a Base class. Each of the derived Foo() calls must accept a different parameter as input, but all of the parameters should also be derived from a BaseInput class.
We see two possible solutions so far, neither we're very happy with:
Remove the Foo() function from the base class and reimplement it with the correct input types in each Derived class. This, however, removes the enforcement that it be implemented in the same manner in each derived class.
Do some kind of dynamic cast inside the receiving function to verify that the type received is correct. However, this does not prevent the programmer from making an error and passing the incorrect input data type. We would like the type to be passed to the Foo() function to be compile-time correct.
Is there some sort of pattern that could enforce this kind of behaviour? Is this whole idea breaking some sort of fundamental idea underlying OOP? We'd really like to hear your input on possible solutions outside of what we've come up with.
Thanks so much!
#include <iostream>
// these inputs will be sent to our Foo function below
class BaseInput {};
class Derived1Input : public BaseInput { public: int d1Custom; };
class Derived2Input : public BaseInput { public: float d2Custom; };
class Base
{
public:
virtual void Foo(BaseInput& i) = 0;
};
class Derived1 : public Base
{
public:
// we don't know what type the input is -- do we have to try to cast to what we want
// and see if it works?
virtual void Foo(BaseInput& i) { std::cout << "I don't want to cast this..." << std::endl; }
// prefer something like this, but then it's not overriding the Base implementation
//virtual void Foo(Derived1Input& i) { std::cout << "Derived1 did something with Derived1Input..." << std::endl; }
};
class Derived2 : public Base
{
public:
// we don't know what type the input is -- do we have to try to cast to what we want
// and see if it works?
virtual void Foo(BaseInput& i) { std::cout << "I don't want to cast this..." << std::endl; }
// prefer something like this, but then it's not overriding the Base implementation
//virtual void Foo(Derived2Input& i) { std::cout << "Derived2 did something with Derived2Input..." << std::endl; }
};
int main()
{
Derived1 d1; Derived1Input d1i;
Derived2 d2; Derived2Input d2i;
// set up some dummy data
d1i.d1Custom = 1;
d2i.d2Custom = 1.f;
d1.Foo(d2i); // this compiles, but is a mistake! how can we avoid this?
// Derived1::Foo() should only accept Derived1Input, but then
// we can't declare Foo() in the Base class.
return 0;
}
Since your Derived class is-a Base class, it should never tighten the base contract preconditions: if it has to behave like a Base, it should accept BaseInput allright. This is known as the Liskov Substitution Principle.
Although you can do runtime checking of your argument, you can never achieve a fully type-safe way of doing this: your compiler may be able to match the DerivedInput when it sees a Derived object (static type), but it can not know what subtype is going to be behind a Base object...
The requirements
DerivedX should take a DerivedXInput
DerivedX::Foo should be interface-equal to DerivedY::Foo
contradict: either the Foo methods are implemented in terms of the BaseInput, and thus have identical interfaces in all derived classes, or the DerivedXInput types differ, and they cannot have the same interface.
That's, in my opinion, the problem.
This problem occured to me, too, when writing tightly coupled classes that are handled in a type-unaware framework:
class Fruit {};
class FruitTree {
virtual Fruit* pick() = 0;
};
class FruitEater {
virtual void eat( Fruit* ) = 0;
};
class Banana : public Fruit {};
class BananaTree {
virtual Banana* pick() { return new Banana; }
};
class BananaEater : public FruitEater {
void eat( Fruit* f ){
assert( dynamic_cast<Banana*>(f)!=0 );
delete f;
}
};
And a framework:
struct FruitPipeLine {
FruitTree* tree;
FruitEater* eater;
void cycle(){
eater->eat( tree->pick() );
}
};
Now this proves a design that's too easily broken: there's no part in the design that aligns the trees with the eaters:
FruitPipeLine pipe = { new BananaTree, new LemonEater }; // compiles fine
pipe.cycle(); // crash, probably.
You may improve the cohesion of the design, and remove the need for virtual dispatching, by making it a template:
template<class F> class Tree {
F* pick(); // no implementation
};
template<class F> class Eater {
void eat( F* f ){ delete f; } // default implementation is possible
};
template<class F> PipeLine {
Tree<F> tree;
Eater<F> eater;
void cycle(){ eater.eat( tree.pick() ); }
};
The implementations are really template specializations:
template<> class Tree<Banana> {
Banana* pick(){ return new Banana; }
};
...
PipeLine<Banana> pipe; // can't be wrong
pipe.cycle(); // no typechecking needed.
You might be able to use a variation of the curiously recurring template pattern.
class Base {
public:
// Stuff that don't depend on the input type.
};
template <typename Input>
class Middle : public Base {
public:
virtual void Foo(Input &i) = 0;
};
class Derived1 : public Middle<Derived1Input> {
public:
virtual void Foo(Derived1Input &i) { ... }
};
class Derived2 : public Middle<Derived2Input> {
public:
virtual void Foo(Derived2Input &i) { ... }
};
This is untested, just a shot from the hip!
If you don't mind the dynamic cast, how about this:
Class BaseInput;
class Base
{
public:
void foo(BaseInput & x) { foo_dispatch(x); };
private:
virtual void foo_dispatch(BaseInput &) = 0;
};
template <typename TInput = BaseInput> // default value to enforce nothing
class FooDistpatch : public Base
{
virtual void foo_dispatch(BaseInput & x)
{
foo_impl(dynamic_cast<TInput &>(x));
}
virtual void foo_impl(TInput &) = 0;
};
class Derived1 : public FooDispatch<Der1Input>
{
virtual void foo_impl(Der1Input & x) { /* your implementation here */ }
};
That way, you've built the dynamic type checking into the intermediate class, and your clients only ever derive from FooDispatch<DerivedInput>.
What you are talking about are covariant argument types, and that is quite an uncommon feature in a language, as it breaks your contract: You promised to accept a base_input object because you inherit from base, but you want the compiler to reject all but a small subset of base_inputs...
It is much more common for programming languages to offer the opposite: contra-variant argument types, as the derived type will not only accept everything that it is bound to accept by the contract, but also other types.
At any rate, C++ does not offer contravariance in argument types either, only covariance in the return type.
C++ has a lot of dark areas, so it's hard to say any specific thing is undoable, but going from the dark areas I do know, without a cast, this cannot be done. The virtual function specified in the base class requires the argument type to remain the same in all the children.
I am sure a cast can be used in a non-painful way though, perhaps by giving the base class an Enum 'type' member that is uniquely set by the constructor of each possible child that might possibly inherit it. Foo() can then check that 'type' and determine which type it is before doing anything, and throwing an assertion if it is surprised by something unexpected. It isn't compile time, but it's the closest a compromise I can think of, while still having the benefits of requiring a Foo() be defined.
It's certainly restricted, but you can use/simulate coviarance in constructors parameters.