c++ Virtual/Non-virtual Diamond inheritance - c++

Given the following code in C++:
struct A {
A() { f(0); }
A(int i) { f(i); }
virtual void f(int i) { cout << i; }
};
struct B1 : virtual A {
B1(int i) : A(i) { f(i); }
virtual void f(int i) { cout << i+10; }
};
struct B2 : virtual A {
B2(int i) : A(i) { f(i); }
virtual void f(int i) { cout << i+20; }
};
struct C : B1, virtual B2 {
int i;
C() : B1(6),B2(3),A(1){}
virtual void f(int i) { cout << i+30; }
};
Can someone explain why C* c = new C(); will print 1 23 and then 16 in that order? How does it decide which order to print in? I know that the nonvirtual B1 will be called last but why is A() called first? Thanks for the help and explanation ahead of time.

Because your are virtually inheriting B2, the compiler will construct it first as to identify which variables are virtually inherited in C before it constructs any non-virtual inheritance (B1). Of course, A gets constructed first because B2 needs it before it can be constructed.

Related

How do I avoid explicitly constructing everything inherited in an initializer list in C++?

When I construct an object D I need to include the constructors for A, B, and C in the initializer list. Is there any way to make it so that I don't need all three in the initializer list or not?
If I try to initialize D using only a constructor for B I get an error because I don't have a default constructor for A or C. If I add a default constructor for A and C I get issues with "i" being reinitialized with no value.
#include <iostream>
using namespace std;
class A
{
int i;
public:
A(int ii) :
i(ii)
{}
~A() { }
int getI() { return i; }
};
class B : public virtual A
{
public:
B(int ii) :
A(ii)
{ }
~B() { }
};
class C : public virtual A
{
public:
C(int ii) :
A(ii)
{ }
~C() { }
};
class D : public B, public C
{
public:
D(int ii) :
A(ii), B(ii), C(ii)
{ }
~D() { }
};
int main()
{
D d(45);
cout << d.getI() << endl;
}
If you add default constructors to A, B, and C, the implmentation of D becomes a bit simpler.
#include <iostream>
using namespace std;
class A
{
int i;
public:
A() : i(0) {}
A(int ii) : i(ii) {}
~A() { }
int getI() { return i; }
};
class B : public virtual A
{
public:
B() { }
B(int ii) : A(ii) { }
~B() { }
};
class C : public virtual A
{
public:
C() { }
C(int ii) : A(ii) { }
~C() { }
};
class D : public B, public C
{
public:
// Relies on default constructors of the other classes.
D() { }
// Relies on the default constructors of B and C.
D(int ii) : A(ii) { }
~D() { }
};
int main()
{
D d1(45);
D d2;
cout << d1.getI() << endl;
cout << d2.getI() << endl;
}
I'm afraid not. With virtual inheritance, your most-derived class must initialise the virtual base.
Read more here.
How about adding a default value to the A, B, C constructors, i.e.
A(int ii=0) :

How can I omit a class inheritance?

I'm trying to find my way around. I have two classes, A and B, where B inherits from A.
There are also two overloaded functions for A and B, that act on them in two different ways.
Now call these functions from a class function like this:
#include <iostream>
struct A;
struct B;
void f(A a);
void f(B b);
struct A {
int i;
A(): i(0) {};
void thisf() { f(*this); }
};
struct B: public A {
int j;
B(): j(1) {};
void thisf() { f(*this); }
};
void f(A a) { std::cout << a.i << std::endl; }
void f(B b) { std::cout << b.i << " " << b.j << std::endl; }
int main() {
A a;
B b;
a.thisf();
b.thisf();
return 0;
}
My question is: since A::thisf() and B::thisf() are the same (and will stay the same for more subclasses), is there a way how I can omit B::thisf() while still having the same functionality?
The expected output should look like:
0
0 1
More detail why I try to do this: I want to provide some custom render functionality to different kinds of data without bloating the class with render logic and have a separate render class with some state variables. But I don't want to give up the possibility to write
b.render()
in some situations. In my class definitions I want to spare every line I can.
I got the idea in this thread: https://gamedev.stackexchange.com/questions/63912/visitor-pattern-vs-inheritance-for-rendering
In your proposed problem you claim the need for a method in A and B that is not polymorphic and yet exhibits different behaviour in the two classes (linked by inheritance) with the same signature.
In addition, the method defers to a free function found by ADL (good!).
So... my question to you is this. If you already have the guarantee of a free function called f(A|B), why not simply document that as the interface?
If you insist on having thisf() you are causing yourself a problem because the inheritance relationship will cause B's thisf() to be ambiguous with A's. This can be solved with polymorphism (as per the other answer) but since you're rejecting that, you are are left with few options other than to eliminate the logically redundant thisf() altogether.
in any case, this code will do exactly as you want:
#include <iostream>
struct A;
struct B;
void f(A a);
void f(B b);
struct common_interface {
virtual void thisf() = 0;
};
template<class Host, class Base>
struct common_interface_impl : Base {
virtual void thisf() {
f(static_cast<Host&>(*this));
}
};
struct A : common_interface_impl<A, common_interface>
{
int i;
A(): i(0) {};
};
struct B: common_interface_impl <B, A>
{
int j;
B(): j(1) {};
};
void f(A a) { std::cout << a.i << std::endl; }
void f(B b) { std::cout << b.i << " " << b.j << std::endl; }
int main() {
A a;
B b;
a.thisf();
b.thisf();
return 0;
}
#include <iostream>
struct A {
int i;
A(): i(0) {};
virtual ~A() {};
virtual void thisf() { std::cout << i << std::endl; }
};
struct B: public A {
int j;
B(): j(1) {};
void thisf() { A::thisf(); std::cout << j << std::endl; }
};
void f( A* a )
{
a->thisf();
}
int main() {
A* a = new A();
A* b = new B();
f( a ); f( b );
delete a; delete b;
return 0;
}

Overriding a virtual function with optional arguments

Why is this printing 23 as output; my expectation was 33. Could somebody please shed some light on this.
struct A {
virtual void f() {cout << "1";}
};
/* Private inheritance */
struct B : private A {
void f(int x = 0) {cout << "2";}
};
struct C : B {
void f(){cout << "3";}
};
int main() {
C obj;
B &ref = obj;
ref.f();
obj.f();
}
The f(int x = 0) method in the B struct does not share a signature with either the A nor C struct's f() methods.

Preventing redundant function calls in the presence of diamond inheritance

What's a good strategy for preventing redundant function calls in the presence of diamond inheritance? Specifically, say we have a program:
#include <iostream>
struct A {
int a;
A(int a_) : a(a_) {}
virtual void print() {
std::cout << "a: " << a << std::endl;
}
};
struct B : virtual public A {
int b;
B(int a_,int b_) : A(a_), b(b_) {}
virtual void print() {
A::print();
std::cout << "b: " << b << std::endl;
}
};
struct C : virtual public A {
int c;
C(int a_,int c_) : A(a_), c(c_) {}
virtual void print() {
A::print();
std::cout << "c: " << c << std::endl;
}
};
struct D : public B,public C {
int d;
D(int a_,int b_,int c_,int d_) : A(a_), B(a_,b_), C(a_,c_), d(d_) {}
void print() {
B::print();
C::print();
std::cout << "d: " << d << std::endl;
}
};
int main() {
D d(1,2,3,4);
d.print();
}
When we call d.print(), we get:
a: 1
b: 2
a: 1
c: 3
d: 4
where a has been printed twice. Is there a good way to prevent this? Certainly, we could manually wire the connections with a code like:
#include <iostream>
struct A {
int a;
A(int a_) : a(a_) {}
virtual void print_() {
std::cout << "a: " << a << std::endl;
}
virtual void print() {
A::print_();
}
};
struct B : virtual public A {
int b;
B(int a_,int b_) : A(a_), b(b_) {}
virtual void print_() {
std::cout << "b: " << b << std::endl;
}
virtual void print() {
A::print_();
B::print_();
}
};
struct C : virtual public A {
int c;
C(int a_,int c_) : A(a_), c(c_) {}
virtual void print_() {
std::cout << "c: " << c << std::endl;
}
virtual void print() {
A::print_();
C::print_();
}
};
struct D : public B,public C {
int d;
D(int a_,int b_,int c_,int d_) : A(a_), B(a_,b_), C(a_,c_), d(d_) {}
virtual void print_() {
std::cout << "d: " << d << std::endl;
}
virtual void print() {
A::print_();
B::print_();
C::print_();
D::print_();
}
};
int main() {
D d(1,2,3,4);
d.print();
}
which correctly outputs
a: 1
b: 2
c: 3
d: 4
but I would like to know if there's a better way. In terms of where this arises, imagine a situation with the objects A, B, C, and D are complicated and need to be able to write themselves to disk. We only want to write the output code for each A, B, C, and D once and it's important that D not write information about A twice.
<---EDIT--->
Here's two more ways of fixing the problem, but they're still kind of obtuse. The first one is from Cristian and involves setting a flag on whether or not A has been printed
#include <iostream>
struct A {
int a;
bool have_printed;
A(int a_) : have_printed(false), a(a_) {}
virtual void print() {
if(have_printed) return;
std::cout << "a: " << a << std::endl;
have_printed=true;
}
void clear() {
have_printed=false;
}
};
struct B : virtual public A {
int b;
B(int a_,int b_) : A(a_), b(b_) {}
virtual void print() {
A::print();
std::cout << "b: " << b << std::endl;
}
};
struct C : virtual public A {
int c;
C(int a_,int c_) : A(a_), c(c_) {}
virtual void print() {
A::print();
std::cout << "c: " << c << std::endl;
}
};
struct D : public B,public C {
int d;
D(int a_,int b_,int c_,int d_) : A(a_), B(a_,b_), C(a_,c_), d(d_) {}
void print() {
B::print();
C::print();
std::cout << "d: " << d << std::endl;
}
};
int main() {
D d(1,2,3,4);
d.clear();
d.print();
}
This correctly outputs. A second way is more complicated, but may allow the structure to grow. Basically, we separate out the printer from the class and then register a list of printers inside each object. When we want to print, we iterate over the list of printers, which then gives us the correct output. I feel this uses too much machinery, but I'll include in case someone else gets a better idea:
// A simple unary function. Technically, the stl version doesn't require
// the operator
template <typename A,typename B>
struct unary {
virtual B operator () (A a) {};
};
struct A {
// Data
int a;
// A list of pointers to unary functions. We need pointers to unary
// functions rather than unary functions since we need the printer
// to be polymorphic.
std::list < unary<A*,void>* > printers;
A(int a_);
// We actually end up allocating memory for the printers, which is held
// internally. Here, we free that memory.
~A() {
for(std::list < unary<A*,void>* >::iterator printer
=printers.begin();
printer != printers.end();
printer++
)
delete (*printer);
}
private:
// Require for the dynamic cast used later
virtual void ___dummy() {};
};
// Prints out the data for A
struct A_Printer : public unary<A*,void>{
void operator () (A* a) {
std::cout << "a: " << a->a << std::endl;
}
};
// Adds the printer for a to the list of printers
A::A(int a_) : a(a_) {
printers.push_back(new A_Printer());
}
// Now that the structure is setup, we just need to define the data for b,
// it's printer, and then register the printer with the rest
struct B : virtual public A {
int b;
B(int a_,int b_);
};
struct B_Printer : public unary<A*,void>{
void operator () (A* b) {
std::cout << "b: " << dynamic_cast <B*>(b)->b << std::endl;
}
};
B::B(int a_,int b_) : A(a_), b(b_) {
printers.push_back(new B_Printer());
}
// See the discussion for B
struct C : virtual public A {
int c;
C(int a_,int c_);
};
struct C_Printer : public unary<A*,void>{
void operator () (A* c) {
std::cout << "c: " << dynamic_cast <C*>(c)->c << std::endl;
}
};
C::C(int a_,int c_) : A(a_), c(c_) {
printers.push_back(new C_Printer());
}
// See the discussion for B
struct D : public B,public C {
int d;
D(int a_,int b_,int c_,int d_);
};
struct D_Printer : public unary<A*,void>{
void operator () (A* d) {
std::cout << "d: " << dynamic_cast <D*>(d)->d << std::endl;
}
};
D::D(int a_,int b_,int c_,int d_) : A(a_), B(a_,b_), C(a_,c_), d(d_) {
printers.push_back(new D_Printer());
}
// This actually prints everything. Basically, we iterate over the printers
// and call each one in term on the input.
void print(A* a) {
for(std::list < unary<A*,void>* >::iterator printer
=a->printers.begin();
printer != a->printers.end();
printer++
)
(*(*printer))(a);
}
int main() {
D d(1,2,3,4);
// This should print 1,2,3,4
print(&d);
}
<---EDIT 2--->
tmpearce had a good idea to accumulate all of the information in a hash table prior to assembling it. In this way, it's possible to check if the individual information has been created yet and prevent redundancies. I think this is a good idea when the information can be assembled easily. If this is not the case, a slight variation may work, which combines the ideas of tmpearce and Cristian. Here, we pass around a set (or hashtable, or whatever) that keeps track of whether or not a function has been called. In this way, we can check whether or not some function has been computed. It doesn't require perpetual state, so it should be safe to call multiple times:
#include <iostream>
#include <set>
struct A {
int a;
A(int a_) : a(a_) {}
virtual void print_(std::set <std::string>& computed) {
if(computed.count("A") > 0) return;
computed.insert("A");
std::cout << "a: " << a << std::endl;
}
void print() {
std::set <std::string> computed;
print_(computed);
}
};
struct B : virtual public A {
int b;
B(int a_,int b_) : A(a_), b(b_) {}
virtual void print_(std::set <std::string>& computed) {
A::print_(computed);
if(computed.count("B") > 0) return;
computed.insert("B");
std::cout << "b: " << b << std::endl;
}
};
struct C : virtual public A {
int c;
C(int a_,int c_) : A(a_), c(c_) {}
virtual void print_(std::set <std::string>& computed) {
A::print_(computed);
if(computed.count("C") > 0) return;
computed.insert("C");
std::cout << "c: " << c << std::endl;
}
};
struct D : public B,public C {
int d;
D(int a_,int b_,int c_,int d_) : A(a_), B(a_,b_), C(a_,c_), d(d_) {}
virtual void print_(std::set <std::string>& computed) {
B::print_(computed);
C::print_(computed);
if(computed.count("D") > 0) return;
computed.insert("D");
std::cout << "d: " << d << std::endl;
}
};
int main() {
D d(1,2,3,4);
d.print();
}
In any case, I'll mark this problem off as solved. Though, I'd always like to hear additional answers.
My approach would sort of combine the ones you've mentioned. I'd make the virtual method do something a bit different:
class A
{
public:
virtual void getInfo(std::map<std::string,std::string>& output)
{
if(output.count("A") == 0)
{
output["A"] = "a: 1";
}
}
void print()
{
std::map<std::string,std::string> m;
getInfo(m); //virtual method (most derived will be called)
std::map<std::string,std::string>::iterator iter = m.begin();
for(; iter!=m.end(); ++iter)
{
std::cout<<iter->second();
}
}
};
class B : public A
{
virtual void getInfo(std::map<std::string,std::string>& output)
{
A::getInfo(output);
if(output.count("B") == 0)
{
output["B"] = "b: 2";
}
}
};
print is now a non-virtual method that uses getInfo to populate a container, then iterates over it display/save the output. Each class can thus check to make sure the container doesn't already contain the desired output for that level of the inheritance chain before writing and adding the string to the container.
I'd add a private flag to A struct (and to B and C if diamond extends beyond one level) and checking it & marking it as already traversed. This would also help in more complicated (nested) diamond patterns.
Like this:
struct A {
int a;
A(int a_) : a(a_) {traversed = false;}
virtual void print() {
if (traversed) return;
std::cout << "a: " << a << std::endl;
traversed = true;
}
private:
bool traversed;
};
Only one class constructs the virtual base (the most derived, D) so I would ensure only one class prints the A object, and like its construction, make it happen first (possibly important if you're writing objects to disk.)
You could add a void* argument to A's constructor and store it in a member of A. Each derived class would construct the virtual base as A(a, this).
Add a new member function to A, do_print(void*) and have every derived class call do_print(this) instead of A::print(). The do_print(void*) function compares its argument with the stored void* passed to the A ctor and only prints if it's the same. This relies on every derived class having a distinct address, which will be true if all the classes are non-empty, but if that assumption holds it ensures only the most derived object prints the virtual base.

why the following code prints 100?

I have the following structs
struct A
{
int i;
A() { i = 0; }
A(int _i) : i(_i) {}
virtual void f() { cout << i; }
};
struct B1 : virtual A {
B1() : A(1) { f(); }
void f() { cout << i+10; }
};
struct B2 : virtual A {
B2(int i) : A(2) { f(); }
};
struct C : B1, B2 {
C() : B2(3) {}
};
please explain why the following code prints 100: (10+0)
C* c = new C();
I think it should print 1111:
first A() : i = 0
then B1() : i = 1 and prints B1::f() - 11
then B2() : prints prints B1::f() - 11
Where I go wrong?
Thanks
Due to the inheritance, the C object "contains" a B1 object and a B2 object. Both the B1 and the B2 object "contain" an A object, but since you have virtual inheritance of A, you only have one A object in each C object, not two. This single A object is initialized using A's default constructor.
Public by default in a struct.
It doesn't print 100, it prints 10 followed by 0.
Struct means that the fields are private by default or public?
Public.