container pattern with specialized children - c++

I have several specialized classes. for example
class Transition_Matrix : public Transition
{
SetMatrix(Matrix* pStartMatrix);
};
class Transition_Vector : public Transition
{
SetVector(Vector* pStartVector);
}
class Transition_Container : public Transition
{
}
I would like to do call SetVector() or SetMatrix() on Animate_Container without declaring the functions for each type of object that needs to be set. For example, I do not want to declare Animate_Container as follows...
class Transition_Container : public Transition
{
SetMatrix(Matrix* pStartMatrix);//loops through all children calling SetMatrix
SetVector(Vector* pStartVector);//loops through all children calling SetVector
}
I don't want Animate_Container to know which children it has. But I want the convenience of calling these functions on the container so I do not have to search through the children and figure out which functions I should call when "transitioning" a matrix or a vector.
What is the correct pattern that I should use here?
Basically I want to set a matrix or vector on the root container and have it propogate down to each child than may want to use it.
ideas?

A basic composite pattern will suffice here. To implement this you declare the member functions as virtual in the base class Transition. This will allow you to maintain a list of Transition objects in Transition_Container, iterate through the list and call the appropriate member function.
#include <vector>
class Transition
{
public:
// default impementation that does nothing
virtual void SetMatrix(Matrix*) {}
};
class Transition_Container : public Transition
{
std::vector<Transition*> transitions_;
public:
virtual void SetMatrix(Matrix* pStartMatrix)
{
for(std::vector<Transition*>::iterator it = transitions_.begin();
it != transitions_.end();
++it)
{
(*it)->SetMatrix(pStartMatrix);
}
}
};
If you do not want Transition to know about the various data types that can be used you can use boost:any and boost:any_cast. This is very similar to the suggestion above but removes the dependency of Matrix and Vector from Transition and places the responsibility of dealing with different types on the implementation of classes that derive from it. I only recommend doing this if there is some requirement that absolutely prevents Transition from knowing about the Matrix and Vector types.
#include <vector>
#include <boost/any.hpp>
class Transition
{
public:
// default impementation that does nothing
virtual void SetValue(boost::any&) {}
};
class Transition_Matrix : public Transition
{
virtual void SetValue(boost::any& value)
{
try
{
Matrix *matrix = boost::any_cast<Matrix*>(value);
// do stuff
}
catch(const boost::bad_any_cast &)
{
return;
}
}
};
class Transition_Container : public Transition
{
std::vector<Transition*> transitions_;
public:
template<Arg>
void SetValueT(Arg* arg)
{
boost::any value = arg;
SetValue(value);
}
virtual void SetValue(boost::any& value)
{
for(std::vector<Transition*>::iterator it = transitions_.begin();
it != transitions_.end();
++it)
{
(*it)->SetValue(value);
}
}
};
I recommend using shared_ptr or unique_ptr from Boost or the C++11 Standard Library for maintaining the list of Transition objects like so.
std::vector<std::shared_ptr<Transition>> transitions_;
I did not include this in the above example as I do not know if you are familiar with using this yet. IF you are not I suggest looking into it.

Related

Preferred way to understand object type at runtime

Consider I have a Plant class that has derived Fruit and Vegetable classes, and Fruit class has some more derived classes, like Orange and Apple, while Vegetable has derived Potato and Tomato. Assume, Plant has Plant::onConsume()=0; method:
class Plant
{
public:
virtual void onConsume(void)=0;
};
class Fruit:public Plant
{
};
class Orange:public Fruit
{
void onConsume(void)
{
// Do something specific here
}
};
class Apple:public Fruit
{
void onConsume(void)
{
// Do something specific here
}
};
class Vegetable:public Plant
{
};
class Potato:public Vegetable
{
void onConsume(void)
{
// Do something specific here
}
};
class Tomato:public Vegetable
{
void onConsume(void)
{
// Do something specific here
}
};
class Consumer
{
public:
void consume(Plant &p)
{
p.onConsume();
// Specific actions depending on actual p type here
// like send REST command to the remote host for Orange
// or draw a red square on the screen for Tomato
}
};
Suppose, I have a Consumer class with Consumer::consume(Plant) method. This "consume" method should perform different actions for different "Plants" instances/types, among calling Plant::onConsume() for any of "Plants". These action ain't directly related to the Plant class, require a lot of different additional actions and parameters, could literally be completely arbitrary, so cannot be implemented inside onConsume method.
What is the preferred method to implement this? As I understand, it is possible to implement some "Plant::getPlantType()=0" method, that would return plant type, but in this case I'm not sure what should it return. In case the returned value would be an enum, I'd need to change this enum each time I add a new derived class. And in any case, there's no control that multiple derived classes could return the same value.
Also, I'm aware there's a dynamic_cast conversion that returns nullptr if conversion could not be made, and typeid() operator that returns std::typeinfo (even with typeinfo::name()), which could be used in the switch() (it's just great for my case). But I'm afraid it could significally slow down the execution and make code heavier.
So, my question is, what is the preferred way in C++ to do that? maybe I just forgot about some simpler way to implement that?
A little update. Thank you for your explanations about inheritance, encapsulation etc! I supposed it's clear from my question, but it is not, I am sorry about that. So, please think about it, like I don't have an access to the whole Plant sources hierarchy, just need to implement this Consumer::onConsume(Plant). So I cannot add new specific methods in it. Or, also, it could be considered as a Plants library, that I have to write once, and make it usable for other devs. So, I could divide use cases/functionality into two parts: one that implemented "per class" in the Plant::onConsume() method, and second that is unknown yet and will differ depending on usage.
One option would be the visitor pattern, but this requires one function per type in some class. Basically you create a base class PlantVisitor with one Visit function per object type and pass add a virtual method to Plant that receives a PlantVisitor object and calls the corresponding function of the visitor passing itself as parameter:
class PlantVisitor
{
public:
virtual void Visit(Orange& orange) = 0;
virtual void Visit(Tomato& tomato) = 0;
...
};
class Plant
{
public:
virtual void Accept(PlantVisitor& visitor) = 0;
};
class Orange : public Plant
{
public:
void Accept(PlantVisitor& visitor) override
{
visitor.Visit(*this);
}
};
class Tomato : public Plant
{
public:
void Accept(PlantVisitor& visitor) override
{
visitor.Visit(*this);
}
};
This would allow you to do something like this:
class TypePrintVisitor : public PlantVisitor
{
public:
void Visit(Orange& orange) override
{
std::cout << "Orange\n";
}
void Visit(Tomato& tomato) override
{
std::cout << "Tomato\n";
}
};
std::vector<std::unique_ptr<Plant>> plants;
plants.emplace_back(std::make_unique<Orange>());
plants.emplace_back(std::make_unique<Tomato>());
TypePrintVisitor visitor;
for (size_t i = 0; i != plants.size(); ++i)
{
std::cout << "plant " << (i+1) << " is a ";
plants[i]->Accept(visitor);
}
Not sure the need for this does not indicate a design inefficiency though.
Btw: If you've got multiple visitors and do not necessarily want to implement logic for every single type in all of them, you could add default implementations in PlantVisitor that call the function for the supertype instead of specifying pure virtual functions.
Polymorphism is all about not having to know about a specific type. Usually your design is flawed if you discover having to detect a specific type explicitly.
At very first:
void Consumer::consume(Plant p)
does not work as intended! The Plant object is accepted by value, i. e. its bytes are copied one by one; however, only those of the Plant type, any others (those of derived types) are ignored and get lost within consume function – this is called object slicing.
Polymorphism only works with references or pointers.
Now assume you want to do something like the following (incomplete code!):
void Consumer::consume(Plant& p) // must be reference or pointer!
{
p.onConsume();
generalCode1();
if(/* p is apple */)
{
appleSpecific();
}
else if(/* p is orange */)
{
orangeSpecific();
}
generalCode2();
}
You don't want to decide yourself upon type, you let the Plant class do the stuff for you, which means you extend its interface appropriately:
class Plant
{
public:
virtual void onConsume() = 0;
virtual void specific() = 0;
};
The code of the consume function will now be changed to:
void Consumer::consume(Plant const& p) // must be reference or pointer!
{
p.onConsume();
generalCode1();
p.specific();
generalCode2();
}
You'll do so at any place you need specific behaviour (and specific is just a demo name, chose one that describes nicely what the function actually is intended to do).
p.onConsume();
generalCode1();
p.specific1();
generalCode2();
p.specific2();
generalCode3();
p.specific3();
generalCode4();
// ...
Of course you need now to provide appropriate implementations in your derived classes:
class Orange:public Fruit
{
void onConsume() override
{ }
void specific() override
{
orangeSpecific();
}
};
class Apple:public Fruit
{
void onConsume() override
{ }
void specific() override
{
appleSpecific();
}
};
Note the addition of override keyword, which protects you from accidentally creating overloaded functions instead actually overwriting in case of signature mismatch. It helps you, too, to locate all places of necessary changes if you discover having to change the function signature in the base class.

Avoid downcasting in an inherited tree class

I'm relatively new to C++ and I'm right now facing a point in my design where I cannot seem to avoid downcasting. I know this is usually a sign of bad design, so I would like to know what would be a better way to do this.
I have a class Frame that represents geometrical frame trees and allows geometrical transformations between them:
class Frame
{
private:
Frame *_parent;
std::vector<Frame*> _children;
public:
Frame* getParent() const;
std::vector<Frame*> getChildren() const;
... (extra methods for geometrical transformations)
}
I want now to create a new Frame subclass, MechanicalFrame, that adds some functionality to deal with dynamical properties.
class MechanicalFrame
{
private:
double mass;
...
public:
void compute();
}
My problem is that, the "compute" method needs to implement some recursive logic, so it would contain something like this:
MechanicalFrame::compute()
{
for element in getChildren():
element.compute();
}
However, since getChildren returns a vector of Frame* and not MechanicalFrame*, I would need to make a static_cast at this point. I've given the problem a lot of thought, but none of the solutions I've found are fully satisfying to me:
Solution 1) Static cast: somehow it indicates bad design
Solution 2) Add the compute method to the base class (Frame) with a dummy implementation, i.e., throwing an exception: it seems unnatural to force the implementation of the parent class based on the derived class.
Solution 3) Split totally MechanicalFrame from Frame: this would mean reimplementing many of the functionalities already available in Frame.
Any help would be very appreciated.
Many thanks in advance :)
Use polymorphic behaviour, use your Solution 2)
You can follow below pattern (Interface -> Base class -> Derived class)
class IFrame
{
public:
virtual void compute()=0;
}
class Frame:public IFrame
{
public:
virtual void compute() {/*nothing to do*/}
}
class MechanicalFrame:public Frame
{
public:
virtual void compute() {/*your implementation with mass*/}
}
If you are sure that all the Frame* pointers in MechanicalFrame::getChildren() are pointing to MechanicalFrame instances, I don't see any problem with static_cast. Make sure you use dynamic_cast + assert in debug builds to catch mistakes.
void MechanicalFrame::compute()
{
for(auto frame_ptr : getChildren())
{
downcast<MechanicalFrame*>(frame_ptr)->compute();
}
}
Where downcast is something like:
template <typename TOut, typename T>
auto downcast(T* ptr)
{
static_assert(std::is_base_of<T, TOut>{});
assert(ptr != nullptr);
assert(dynamic_cast<TOut>(ptr) == ptr);
return static_cast<TOut>(ptr);
}
(For a more thorough implementation of downcast see my Meeting C++ 2015 lightning talk "Meaningful casts" or my current implementation in vrm_core.)
Notice that there's a performance advantage here, as you avoid virtual dispatch. Play around with this snippet on gcc.godbolt.org to see differences in the generated assembly.
Another option is to use the Visitor pattern:
class Frame;
class MechanicalFrame;
class FrameVisitor
{
public:
virtual ~FrameVisitor() = default;
virtual void visit(Frame&) = 0;
virtual void visit(MechanicalFrame&) = 0;
};
class Frame
{
public:
virtual void accept(FrameVisitor& visitor)
{
visitor.visit(*this);
}
void acceptRecursive(FrameVisitor& visitor)
{
accept(visitor);
for (Frame* child : getChildren())
{
child->acceptRecursive(visitor);
}
}
...
};
class MechanicalFrame : public Frame
{
public:
virtual void accept(FrameVisitor& visitor) override
{
visitor.visit(*this);
}
...
};
Then the client code will be:
class ConcreteVisitor : public FrameVisitor
{
public:
virtual void visit(Frame& frame) override
{
// Deal with Frame (not a subclass) object.
}
virtual void visit(MechanicalFrame& frame) override
{
// Deal with MechanicalFrame object.
}
};
Frame root = ...;
ConcreteVisitor visitor;
root.acceptRecursive(visitor);
In general, the Visitor pattern allows you to traverse a hierarchy of heterogeneous objects and perform operations on them without type casting. It's most useful when the number of operations is expected to grow while your type hierarchy is more or less stable.
Since you're asking for new ideas, I will not explain in detail anything you written about in solutions 1-3.
You could add extra functionality to the MechanicalFrame class, splitting its children of MechanicalFrame class and all other classes, like this:
class Frame {
public:
std::vector<Frame*> getChildren(); // returns children
void addChild(Frame* child); // adds child to children
private:
std::vector<Frame*> children;
}
class MechanicalFrame : public Frame {
public:
void compute();
std::vector<MechanicalFrame*> getMechanicalChildren(); // returns mechanical_children
void addChild(MechanicalFrame* child); // adds child to mechanical_children
private:
std::vector<MechanicalFrame*> mechanical_children;
}
One possible implementation of compute is the following:
void MechanicalFrame::compute() {
...
for (auto* child : getMechanicalChildren()) {
child->compute();
}
}
UP: As far as I understand, one of the problems with casts is that the code starts behaving very differently depending on the actual class of the object, and we cannot substitute the parent class object with child class (see Liskov principle). The approach described in this answer actually changes the principle of using the "mechanicity" of your Frames, allowing adding MechanicalFrame children in such a way that they're ignored in compute method.

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);
}

C++ - Accessing multiple object's interfaces via a single pointer

I need to store a container of pointers to objects.
These objects have some common methods/attributes (interface) that I want to enforce (possibly at compile time) and use.
Example:
struct A{
void fly(){}
};
struct B{
void fly(){}
};
A a;
B b;
std::vector<some *> objects;
objects.push_back(&a);
objects.push_back(&b);
for(auto & el: objects)
el->fly();
The simpler solution would be A and B inherit a common base class like FlyingClass:
struct FlyingClass{
void fly(){}
};
struct A: public FlyingClass { ...
struct B: public FlyingClass { ...
and create a
std::vector<FlyingClass *> objects;
This will work and also enforce the fact that I can only add to objects things that can fly (implement FlyingClass).
But what if I need to implement some other common methods/attributes WITHOUT coupling them with the above base class?
Example:
struct A{
void fly(){}
void swim(){}
};
struct B{
void fly(){}
void swim(){}
};
And i would like to do:
for(auto & el: objects) {
el->fly();
...
el->swim();
...
}
More in general i would be able to call a function passing one of these pointers and access both the common methods/attributes, like:
void dostuff(Element * el){
el->fly();
el->swim();
}
I could try to inherit from another interface like:
struct SwimmingClass{
void swim(){}
};
struct A: public FlyingClass, public SwimmingClass { ...
struct B: public FlyingClass, public SwimmingClass { ...
But then what the container should contain?
std::vector<FlyingClass&&SwimmingClass *> objects;
Sure, i could implement SwimmingFlyingClass, but what if i need RunningClass etc.. This is going to be a nightmare.
In other words, how can I implement a pointer to multiple interfaces without coupling them?
Or there is some template way of rethinking the problem?
Even run time type information could be acceptable in my application, if there is an elegant and maintainable way of doing this.
It is possible to do this, in a pretty TMP-heavy way that's a little expensive at runtime. A redesign is favourable so that this is not required. The long and short is that what you want to do isn't possible cleanly without language support, which C++ does not offer.
As for the ugly, shield your eyes from this:
struct AnyBase { virtual ~AnyBase() {} }; // All derived classes inherit from.
template<typename... T> class Limited {
AnyBase* object;
template<typename U> Limited(U* p) {
static_assert(all<is_base_of<T, U>...>::value, "Must derive from all of the interfaces.");
object = p;
}
template<typename U> U* get() {
static_assert(any<is_same<U, T>...>::value, "U must be one of the interfaces.");
return dynamic_cast<U*>(object);
}
}
Some of this stuff isn't defined as Standard so I'll just run through it. The static_assert on the constructor enforces that U inherits from all of T. I may have U and T the wrong way round, and the definition of all is left to the reader.
The getter simply requires that U is one of the template arguments T.... Then we know in advance that the dynamic_cast will succeed, because we checked the constraint statically.
It's ugly, but it should work. So consider
std::vector<Limited<Flying, Swimming>> objects;
for(auto&& obj : objects) {
obj.get<Flying>()->fly();
obj.get<Swimming>()->swim();
}
You are asking for something which doesn't make sense in general, that's why there is no easy way to do it.
You are asking to be able to store heterogeneus objects in a collection, with interfaces that are even different.
How are you going to iterate over the collections without knowing the type? You are restricted to the least specific or forced to do dynamic_cast pointers and cross fingers.
class Entity { }
class SwimmingEntity : public Entity {
virtual void swim() = 0;
}
class FlyingEntity : public Entity {
virtual void fly() = 0;
}
class Fish : public SwimmingEntity {
void swim() override { }
}
class Bird : public FlyingEntity {
void fly() override { }
}
std:vector<Entity*> entities;
This is legal but doesn't give you any information to the capabilities of the runtime Entity instance. It won't lead anywhere unless you work them out with dynamic_cast and rtti (or manual rtti) so where's the advantage?
This is pretty much a textbook example calling for type erasure.
The idea is to define an internal abstract (pure virtual) interface class that captures the common behavior(s) you want, then to use a templated constructor to create a proxy object derived from that interface:
#include <iostream>
#include <vector>
#include <memory>
using std::cout;
struct Bird {
void fly() { cout << "Bird flies\n"; }
void swim(){ cout << "Bird swims\n"; }
};
struct Pig {
void fly() { cout << "Pig flies!\n"; }
void swim() { cout << "Pig swims\n"; }
};
struct FlyingSwimmingThing {
// Pure virtual interface that knows how to fly() and how to swim(),
// but does not depend on type of underlying object.
struct InternalInterface {
virtual void fly() = 0;
virtual void swim() = 0;
virtual ~InternalInterface() { }
};
// Proxy inherits from interface; forwards to underlying object.
// Template class allows proxy type to depend on object type.
template<typename T>
struct InternalImplementation : public InternalInterface {
InternalImplementation(T &obj) : obj_(obj) { }
void fly() { obj_.fly(); }
void swim() { obj_.swim(); }
virtual ~InternalImplementation() { }
private:
T &obj_;
};
// Templated constructor
template<typename T>
FlyingSwimmingThing(T &obj) : proxy_(new InternalImplementation<T>(obj))
{ }
// Forward calls to underlying object via virtual interface.
void fly() { proxy_->fly(); }
void swim() { proxy_->swim(); }
private:
std::unique_ptr<InternalInterface> proxy_;
};
int main(int argc, char *argv[])
{
Bird a;
Pig b;
std::vector<FlyingSwimmingThing> objects;
objects.push_back(FlyingSwimmingThing(a));
objects.push_back(FlyingSwimmingThing(b));
objects[0].fly();
objects[1].fly();
objects[0].swim();
objects[1].swim();
}
The same trick is used for the deleter in a shared_ptr and for std::function. The latter is arguably the poster child for the technique.
You will always find a call to "new" in there somewhere. Also, if you want your wrapper class to hold a copy of the underlying object rather than a pointer, you will find you need a clone() function in the abstract interface class (whose implementation will also call new). So these things can get very non-performant very easily, depending on what you are doing...
[Update]
Just to make my assumptions clear, since some people appear not to have read the question...
You have multiple classes implementing fly() and swim() functions, but that is all that the classes have in common; they do not inherit from any common interface classes.
The goal is to have a wrapper object that can store a pointer to any one of those classes, and through which you can invoke the fly() and swim() functions without knowing the wrapped type at the call site. (Take the time to read the question to see examples; e.g. search for dostuff.) This property is called "encapsulation"; that is, the wrapper exposes the fly() and swim() interfaces directly and it can hide any properties of the wrapped object that are not relevant.
Finally, it should be possible to create a new otherwise-unrelated class with its own fly() and swim() functions and have the wrapper hold a pointer to that class (a) without modifying the wrapper class and (b) without touching any call to fly() or swim() via the wrapper.
These are, as I said, textbook features of type erasure. I did not invent the idiom, but I do recognize when it is called for.

Pattern for delegation to sub-component

In the product I am working, one of very basic scenario is serialization of classes. Typically a class to be serialized calls serialization on its sub-component
e.g. if there is a class s.t. class
A{B;C;D;} then A.Pack will call pack
function on B,C,D.
Since there are many such classes, same pattern of code has to be duplicated over and over again.
Is it possible to encapsulate this behavior in a pattern (possibly using templates and inheritance)
The usual way of making a template do this is to use a type list:
#include <iostream>
// typelist definition
struct Empty {};
template < typename H, typename T = Empty >
struct Cons {
typedef H head;
typedef T tail;
};
// interfaces all items support
class IPack
{
public:
virtual void Pack() = 0;
};
// some packable items
class Fee : public IPack
{
public:
virtual void Pack() {
std::cout << "Packed Fee\n";
}
};
class Fi : public IPack
{
public:
virtual void Pack() {
std::cout << "Packed Fi\n";
}
};
class Fo : public IPack
{
public:
virtual void Pack() {
std::cout << "Packed Fo\n";
}
};
class Fum : public IPack
{
public:
virtual void Pack() {
std::cout << "Packed Fum\n";
}
};
// these two templates create a composite IPack from a list
// of the types of its parts
template <typename Types>
class PackList : public PackList<typename Types::tail>
{
protected:
typedef typename Types::head Item;
Item item;
public:
virtual void Pack() {
item.Pack();
PackList<typename Types::tail>::Pack();
}
};
template <>
class PackList<Empty> : public IPack
{
public:
virtual void Pack() {}
};
// FeeFiFoFum is a composite of four items
class FeeFiFoFum : public PackList<Cons<Fee,Cons<Fi,Cons<Fo,Cons<Fum> > > > >
{
};
// create a FeeFiFoFum and call pack on it, which calls pack on its parts
int main ()
{
FeeFiFoFum giant;
giant.Pack();
}
Proper implementations of composites created from type lists give you accessors for the members and so on, but this is enough to show how they works, and prints out that it packed Fee, Fi, Fo and Fum without specifying any behaviour.
One possible design that would help accomplish this is to use the Composite pattern. Your Component (to borrow from the Wikipedia drawing) is Packable, which would implement a Template Method Pack() that can do something like so:
GetChildren();
for each child:
child.Pack()
PackImpl();
PackImpl() is a pure virtual method in Packable, and all classes that inherit implement it appropriately. GetChildren() would return an STL container (possibly empty), for iteration. It can be implemented in Packable, along with a private member collection to store the child objects. Basically, you then inherit all the classes from Packable, implement PackImpl(), and you're done.
Note that this will cause issues if your inheritance hierarchy depends on the child pieces being members directly. If you've approached the problem in terms of aggregation, this should work well.
It's possible that the Visitor pattern may help.
http://en.wikipedia.org/wiki/Visitor_pattern
The idea of this is to separate the traversal logic (stepping through your objects) from the handling of each object. In this case, the per-object logic is serializing (encoding) a single object (or deserializing, of course). This should be fairly simple and minimally repetitive using normal OOP techniques.
Implementing the traversal and the Visitor-pattern specific code is annoying, but it's mostly boilerplate and should be a one-off thing.
One commenter wrote:
If you mean "is there a way I can write a template to automatically call a method on each of my member variables?", then the answer is no...
My (slightly evil) counter to that is yes, if the method is the destructor...
#include <iostream>
using namespace std;
bool Enable = false;
template <typename T>
class DS : public T {
public:
~DS() {
if (Enable) T::Serialize();
}
};
class A {
protected:
void Serialize() { cout << "A" << endl; }
};
class B {
protected:
void Serialize() { cout << "B" << endl; }
};
typedef DS<A> DSA;
typedef DS<B> DSB;
class C {
protected:
void Serialize() { cout << "C" << endl; }
private:
DSA a;
DSB b;
};
typedef DS<C> DSC;
int
main()
{
DSC c;
{
DSC c_copy = c;
Enable = true;
}
Enable = false;
}
The output is in reverse order, so to reconstruct objects you'd have to parse the serialized data and push each completed object on a stack. Composite objects would then know how many children to pop off of the stack. Or, of course, the serialization could go to an intermediate structure.
Another intriguing idea would be to use this hack once at startup (create and destroy only one special object) where the callbacks from the destructors would create a data structure that described the original object.
I also note that implicit copy constructors have potential for similar abuse, and possible in forward order...