I would like a class Value, which both has a run-time polymorphic behaviour, and a value semantics. For instance, I would like to be able to do things like:
// create polymorphic data
Value v1 = IntValue(42);
Value v2 = DoubleValue(12.3);
// copy-by-value semantics
Value v3 = v1;
v3.increments();
Value v4;
v4 = v2;
v4.increments();
// possibly put them in my favourite container
MyList<Value> l;
l << v1 << v2 << v3 << v4;
// print them: "Int(42) Double(12.0) Int(43) Double(13.0) "
for(int i=0; i<l.size(); i++) l[i].print();
Is it possible, and if yes, how?
Note: Using boost or C++11 smart pointers as here is not desired: they make the caller code verbose, use -> instead of ., and do not have copy constructors or assignment operators implementing a true value semantics. Also, this question doesn't target specifically containers.
polymorphic_value has been proposed for standardisation and has some of the semantics you require. You'll have to define your own operator << though.
A polymorphic_value<T> may hold a an object of a class publicly derived from T, and copying the polymorphic_value will copy the object of the derived type.
polymorphic_value<T> is implemented with type erasure and uses the compiler-generated copy-constructor of the derived objects to correctly copy objects stored as polymorphic_value<BaseType>.
Copy constructors and assignment operators are defined so that the objects are value-like. There is no need to use or define a custom clone method.
In brief:
template <class T>
struct control_block
{
virtual ~control_block() = default;
virtual T* ptr() = 0;
virtual std::unique_ptr<control_block> clone() const = 0;
};
template <class T>
class polymorphic_value {
std::unique_ptr<control_block<T>> cb_;
T* ptr_ = nullptr;
public:
polymorphic_value() = default;
polymorphic_value(const polymorphic_value& p) :
cb_(p.cb_->clone())
{
ptr_ = cb_->ptr();
}
T* operator->() { return ptr_; }
const T* operator->() const { return ptr_; }
T& operator*() { return *ptr_; }
const T& operator*() const { return *ptr_; }
// Some methods omitted/deferred.
};
Specializations of the control block allow other constructors to be defined.
Motivation and design is discussed here :
https://github.com/jbcoe/polymorphic_value/blob/master/talks/2017_1_25_cxx_london.md
and here
https://github.com/jbcoe/polymorphic_value/blob/master/draft.md
A full implementation with tests can be found here:
https://github.com/jbcoe/polymorphic_value
It's hard to know what you're trying to achieve here, but at first guess it seems that the (upcoming) Boost Type Erasure library might be suitable?
any<
mpl::vector<
copy_constructible<>,
typeid_<>,
incrementable<>,
ostreamable<>
>
> x(10);
++x;
std::cout << x << std::endl; // prints 11
(Example from docs).
Yes, it is possible, but of course there must be some hidden pointer, and the actual data must be stored on the heap. The reason is that the actual size of the data cannot be known at compile-time, and then can't be on the stack.
The idea is to store the actual implementation through a pointer of a polymorphic class ValueImpl, that provides any virtual method you need, like increments() or print(), and in addition a method clone(), so that your class Data is able to implement the value semantics:
class ValueImpl
{
public:
virtual ~ValueImpl() {};
virtual std::unique_ptr<ValueImpl> clone() const { return new ValueImpl(); }
virtual void increments() {}
virtual void print() const { std::cout << "VoidValue "; }
};
class Value
{
private:
ValueImpl * p_; // The underlying pointer
public:
// Default constructor, allocating a "void" value
Value() : p_(new ValueImpl) {}
// Construct a Value given an actual implementation:
// This allocates memory on the heap, hidden in clone()
// This memory is automatically deallocated by unique_ptr
Value(const ValueImpl & derived) : p_(derived.clone()) {}
// Destruct the data (unique_ptr automatically deallocates the memory)
~Value() {}
// Copy constructor and assignment operator:
// Implements a value semantics by allocating new memory
Value(const Value & other) : p_(other.p_->clone()) {}
Value & operator=(const Value & other)
{
if(&other != this)
{
p_ = std::move(other.p_->clone());
}
return *this;
}
// Custom "polymorphic" methods
void increments() { p_->increments(); }
void print() { p_->print(); }
};
The contained pointer is stored inside a C++11 std::unique_ptr<ValueImpl> to ensure the memory is released when destroyed or assigned a new value.
The derived implementations can finally be defined the following way:
class IntValue : public ValueImpl
{
public:
IntValue(int k) : k_(k) {}
std::unique_ptr<IntValue> clone() const
{
return std::unique_ptr<IntValue>(new IntValue(k_));
}
void increments() { k_++; }
void print() const { std::cout << "Int(" << k_ << ") "; }
private:
int k_;
};
class DoubleValue : public ValueImpl
{
public:
DoubleValue(double x) : x_(x) {}
std::unique_ptr<DoubleValue> clone() const
{
return std::unique_ptr<DoubleValue>(new DoubleValue(k_));
}
void increments() { x_ += 1.0; }
void print() const { std::cout << "Double(" << x_ << ") "; }
private:
int x_;
};
Which is enough to make the code snippet in the question works without any modification. This provides run-time polymorphism with value semantics, instead of the traditional run-time polymorphism with pointer semantics provided built-in by the C++ language. In fact, the concept of polymorphism (handling generic objects that behave differently according to their true "type") is independent from the concept of pointers (being able to share memory and optimize function calls by using the address of an object), and IMHO it is more for implementation details that polymorphism is only provided via pointers in C++. The code above is a work-around to take advantage of polymorphism when using pointers is not "philosophically required", and hence ease memory management.
Note: Thanks for CaptainObvlious for the contribution and his evolved code available here that I partially integrated. Not integrated are:
To ease the creation of derived implementations, you may want to create an intermediate templated class
You may prefer to use an abstract interface instead of my non-abstract base class
Related
I'm bound to C++03 and I have a non-copyable object (e.g. holding a resource).
I need to use move-and-swap semantics to be able to do something similar and avoid copies:
MyClass returnMyClass(void)
{
MyClass temp;
// fill 'temp' members with actual data
return temp;
}
int main(void)
{
MyClass test;
test = returnMyClass(); // need to avoid copies
}
Is it possible to respect all these requirements in C++03?
It is basically the same case of this, but for C++03.
To put the question in other words:
Given a non-copyable class MyClass, is it somehow possible in C++03 to do MyClass test = returnMyClass();?
I'm afraid the answer is simply no, but maybe I'm missing some trick.
There is no magic in move semantics. It's just another overload. The rvalue reference thing is a nice convenience that is not really essential.
template <class T>
struct rref {
rref (T& t) : t(t) {}
T& t;
};
template<class T>
rref<T> move(const T& t) {
return rref<T>(const_cast<T&>(t));
}
// you now can do a "move ctor"
class Foo {
Foo(rref<Foo>) { ... }
};
Now you also need NRVO to kick in for this to work. It is not guaranteed by the standard, but it is provided by pretty much every implementation. To ensure it really happens, you may declare but not define a copy ctor.
Full working demo
If you can initialize your object test at declaration you will be able to avoid copying because copy elision will be performed.
class MyClass
{
public:
MyClass(){std::cout << "Default Constructor" << std::endl;}
MyClass(const MyClass &){std::cout << "CPYConstructor" << std::endl;}
~MyClass() {std::cout << "Destructor" << std::endl;}
};
MyClass returnMyClass(void)
{
MyClass temp;
// fill 'temp' members with actual data
return temp;
}
int main(void)
{
MyClass test = returnMyClass(); // need to avoid copies
}
Output:
Default Constructor
Destructor
I've narrowed down my problem to exactly this
#include <iostream>
#include <functional>
struct Foo {
std::function<Foo*()> lambda;
Foo()
:lambda([this](){return this;})
{}
};
int main(){
Foo a;
Foo b = a;
std::cout << &a << " " << a.lambda() << std::endl;
std::cout << &b << " " << b.lambda() << std::endl;
}
where the output is
0x7ffd9128b8a0 0x7ffd9128b8a0
0x7ffd9128b880 0x7ffd9128b8a0
I originally expected that this would always point to the instance that owned the lambda. However I forgot about copy construction. In this case the lambda captures this and then it is fixed and no matter how many times the lambda is copied it points to the original value of this.
Is there a way fix this so that lambda always has a reference to it's owning object this even under copy construction of the owning object.
Sounds like you need to provide your own special member functions, no? E.g., for the copy constructor:
Foo(const Foo& other)
:lambda([this](){return this;})
{}
Whilst #lubgr answered the question for what I asked I think it is worth noting the other solution I have for my exact problem. The question stemmed from building a class to encapsulate lazy initialisation of members. My original attempt was
template <typename T>
class Lazy {
mutable boost::once_flag _once;
mutable boost::optional<T> _data;
std::function<T()> _factory;
void Init() const { boost::call_once([&] { _data = _factory(); }, _once); }
public:
explicit Lazy(std::function<T()> factory):_once(BOOST_ONCE_INIT),_factory(factory){}
T& Value() {
Init();
return *_data;
}
};
which can be used like
class Foo {
int _a;
Lazy<int> _val;
Foo(a):_a(a):_val([this](){return this->_a+1;}){}
}
Foo f(10);
int val = f._val.Value();
but has the same problem that I asked in my question in that this is a circular reference that doesn't get preserved for copy construction. The solution is not to create a custom copy constructor and possibly move constructor but to fix the Lazy implementation class so that we can pass in an arg to the factory.
The new implementation of Lazy for members is
template <typename T, typename TThis>
class LazyMember {
mutable boost::once_flag _once;
mutable boost::optional<T> _data;
typedef std::function<T(TThis const*)> FactoryFn;
FactoryFn _factory;
void Init(TThis const * arg0) const { boost::call_once([&] { _data = _factory(arg0); }, _once); }
public:
explicit LazyMember(FactoryFn factory):_once(BOOST_ONCE_INIT),_factory(factory){}
T& Value(TThis const * arg0) { Init(arg0); return *_data; }
T const & Value(TThis const * arg0) const { Init(arg0); return *_data; }
};
which is used as
class Foo {
int _a;
Lazy<int> _val;
Foo(a):_a(a):_val([](Foo const * _this){return _this->_a+1;}){}
}
Foo f(10);
int val = f._val.Value(&f);
and this doesn't have the circular reference problems and thus doesn't require a custom copy/move constructor.
Well, my colleague is pretty in depth nitpicking about eliminating unnecessarily code instantiations for destructor functions. Still same situation, as mentioned in this question:
Very limited space for .text section (less 256 KB)
Code base should scale among several targets, including the most limited ones
Well known use cases of the code base by means some destructor logic is neccesary to manage object lifetimes or not (for many cases life-time of objects is infinite, unless the hardware is reset)
We have a target, that's very limited by means of .text section space available.
Unfortunately the GCC compiler will apparently instantiate code for even non virtual destructors, that actually have no side effects.
To get rid of these instantiatons he came up with the following wrapper construct, to eliminate the useless destructor calls:
The wrapper class:
#include <iostream>
#include <cstdint>
#include <utility>
template <typename T>
struct noop_destructor {
public:
typedef T* pointer;
typedef const T* const_pointer;
typedef T& reference;
typedef const T& const_reference;
template<typename... Args>
noop_destructor(Args&&... args) {
new (reinterpret_cast<void*>(wrapped_data)) T(std::forward<Args>(args)...);
}
explicit noop_destructor(const noop_destructor& rhs) {
std::copy(rhs.wrapped_data,rhs.wrapped_data+sizeof(T),wrapped_data);
}
noop_destructor& operator=(const noop_destructor& rhs) {
std::copy(rhs.wrapped_data,rhs.wrapped_data+sizeof(T),wrapped_data);
return *this;
}
pointer operator->() {
return reinterpret_cast<pointer>(wrapped_data);
}
const_pointer operator->() const {
return reinterpret_cast<const_pointer>(wrapped_data);
}
reference operator*() {
return *reinterpret_cast<pointer>(wrapped_data);
}
const_reference operator*() const {
return *reinterpret_cast<const_pointer>(wrapped_data);
}
private:
uint8_t wrapped_data[sizeof(T)] __attribute__ ((aligned (__BIGGEST_ALIGNMENT__)));
};
A wrapped class (just ignore the side effect of calling std::cout << ... in the destructor, the real life classes in question to be wrapped, have just empty, non virtual destructors)
class A {
public:
A() : x_() {}
A(int x) : x_(x) {}
~A() {
std::cout << "noop destructor call of class A" << std::endl;
}
void foo() {
std::cout << "x_ = " << x_ << std::endl;
}
private:
int x_;
};
Some instantiations to demonstrate behavior:
int main() {
A a1(5);
noop_destructor<A> a2;
a1.foo();
(*a2).foo();
return 0;
}
The approach just works fine (as you can see from the above code sample).
What I actually don't like about it, is you have no proof if a class actually can be wrapped with noop_destructor<>, and there's no indicator if T's destructor is actually empty, and can be safely eliminated or not.
Does anyone have an idea, how to make this more safe from a semantical level?
Recently I have read that it makes sense when returning by value from a function to qualify the return type const for non-builtin types, e.g.:
const Result operation() {
//..do something..
return Result(..);
}
I am struggling to understand the benefits of this, once the object has been returned surely it's the callers choice to decide if the returned object should be const?
Basically, there's a slight language problem here.
std::string func() {
return "hai";
}
func().push_back('c'); // Perfectly valid, yet non-sensical
Returning const rvalues is an attempt to prevent such behaviour. However, in reality, it does way more harm than good, because now that rvalue references are here, you're just going to prevent move semantics, which sucks, and the above behaviour will probably be prevented by the judicious use of rvalue and lvalue *this overloading. Plus, you'd have to be a bit of a moron to do this anyway.
It is occasionally useful. See this example:
class I
{
public:
I(int i) : value(i) {}
void set(int i) { value = i; }
I operator+(const I& rhs) { return I(value + rhs.value); }
I& operator=(const I& rhs) { value = rhs.value; return *this; }
private:
int value;
};
int main()
{
I a(2), b(3);
(a + b) = 2; // ???
return 0;
}
Note that the value returned by operator+ would normally be considered a temporary. But it's clearly being modified. That's not exactly desired.
If you declare the return type of operator+ as const I, this will fail to compile.
There is no benefit when returning by value. It doesn't make sense.
The only difference is that it prevents people from using it as an lvalue:
class Foo
{
void bar();
};
const Foo foo();
int main()
{
foo().bar(); // Invalid
}
Last year I've discovered another surprising usecase while working on a two-way C++-to-JavaScript bindings.
It requires a combination of following conditions:
You have a copyable and movable class Base.
You have a non-copyable non-movable class Derived deriving from Base.
You really, really do not want an instance of Base inside Derived to be movable as well.
You, however, really want slicing to work for whatever reason.
All classes are actually templates and you want to use template type deduction, so you cannot really use Derived::operator const Base&() or similar tricks instead of public inheritance.
#include <cassert>
#include <iostream>
#include <string>
#include <utility>
// Simple class which can be copied and moved.
template<typename T>
struct Base {
std::string data;
};
template<typename T>
struct Derived : Base<T> {
// Complex class which derives from Base<T> so that type deduction works
// in function calls below. This class also wants to be non-copyable
// and non-movable, so we disable copy and move.
Derived() : Base<T>{"Hello World"} {}
~Derived() {
// As no move is permitted, `data` should be left untouched, right?
assert(this->data == "Hello World");
}
Derived(const Derived&) = delete;
Derived(Derived&&) = delete;
Derived& operator=(const Derived&) = delete;
Derived& operator=(Derived&&) = delete;
};
// assertion fails when the `const` below is commented, wow!
/*const*/ auto create_derived() { return Derived<int>{}; }
// Next two functions hold reference to Base<T>/Derived<T>, so there
// are definitely no copies or moves when they get `create_derived()`
// as a parameter. Temporary materializations only.
template<typename T>
void good_use_1(const Base<T> &) { std::cout << "good_use_1 runs" << std::endl; }
template<typename T>
void good_use_2(const Derived<T> &) { std::cout << "good_use_2 runs" << std::endl; }
// This function actually takes ownership of its argument. If the argument
// was a temporary Derived<T>(), move-slicing happens: Base<T>(Base<T>&&) is invoked,
// modifying Derived<T>::data.
template<typename T>
void oops_use(Base<T>) { std::cout << "bad_use runs" << std::endl; }
int main() {
good_use_1(create_derived());
good_use_2(create_derived());
oops_use(create_derived());
}
The fact that I did not specify the type argument for oops_use<> means that the compiler should be able to deduce it from argument's type, hence the requirement that Base<T> is actually a real base of Derived<T>.
An implicit conversion should happen when calling oops_use(Base<T>). For that, create_derived()'s result is materialized into a temporary Derived<T> value, which is then moved into oops_use's argument by Base<T>(Base<T>&&) move constructor. Hence, the materialized temporary is now moved-from, and the assertion fails.
We cannot delete that move constructor, because it will make Base<T> non-movable. And we cannot really prevent Base<T>&& from binding to Derived<T>&& (unless we explicitly delete Base<T>(Derived<T>&&), which should be done for all derived classes).
So, the only resolution without Base modification here is to make create_derived() return const Derived<T>, so that oops_use's argument's constructor cannot move from the materialized temporary.
I like this example because not only it compiles both with and without const without any undefined behaviour, it behaves differently with and without const, and the correct behavior actually happens with const only.
(With type erasure, I mean hiding some or all of the type information regarding a class, somewhat like Boost.Any.)
I want to get a hold of type erasure techniques, while also sharing those, which I know of. My hope is kinda to find some crazy technique that somebody thought of in his/her darkest hour. :)
The first and most obvious, and commonly taken approach, that I know, are virtual functions. Just hide the implementation of your class inside an interface based class hierarchy. Many Boost libraries do this, for example Boost.Any does this to hide your type and Boost.Shared_ptr does this to hide the (de)allocation mechanic.
Then there is the option with function pointers to templated functions, while holding the actual object in a void* pointer, like Boost.Function does to hide the real type of the functor. Example implementations can be found at the end of the question.
So, for my actual question:
What other type erasure techniques do you know of? Please provide them, if possible, with an example code, use cases, your experience with them and maybe links for further reading.
Edit
(Since I wasn't sure wether to add this as an answer, or just edit the question, I'll just do the safer one.)
Another nice technique to hide the actual type of something without virtual functions or void* fiddling, is the one GMan employs here, with relevance to my question on how exactly this works.
Example code:
#include <iostream>
#include <string>
// NOTE: The class name indicates the underlying type erasure technique
// this behaves like the Boost.Any type w.r.t. implementation details
class Any_Virtual{
struct holder_base{
virtual ~holder_base(){}
virtual holder_base* clone() const = 0;
};
template<class T>
struct holder : holder_base{
holder()
: held_()
{}
holder(T const& t)
: held_(t)
{}
virtual ~holder(){
}
virtual holder_base* clone() const {
return new holder<T>(*this);
}
T held_;
};
public:
Any_Virtual()
: storage_(0)
{}
Any_Virtual(Any_Virtual const& other)
: storage_(other.storage_->clone())
{}
template<class T>
Any_Virtual(T const& t)
: storage_(new holder<T>(t))
{}
~Any_Virtual(){
Clear();
}
Any_Virtual& operator=(Any_Virtual const& other){
Clear();
storage_ = other.storage_->clone();
return *this;
}
template<class T>
Any_Virtual& operator=(T const& t){
Clear();
storage_ = new holder<T>(t);
return *this;
}
void Clear(){
if(storage_)
delete storage_;
}
template<class T>
T& As(){
return static_cast<holder<T>*>(storage_)->held_;
}
private:
holder_base* storage_;
};
// the following demonstrates the use of void pointers
// and function pointers to templated operate functions
// to safely hide the type
enum Operation{
CopyTag,
DeleteTag
};
template<class T>
void Operate(void*const& in, void*& out, Operation op){
switch(op){
case CopyTag:
out = new T(*static_cast<T*>(in));
return;
case DeleteTag:
delete static_cast<T*>(out);
}
}
class Any_VoidPtr{
public:
Any_VoidPtr()
: object_(0)
, operate_(0)
{}
Any_VoidPtr(Any_VoidPtr const& other)
: object_(0)
, operate_(other.operate_)
{
if(other.object_)
operate_(other.object_, object_, CopyTag);
}
template<class T>
Any_VoidPtr(T const& t)
: object_(new T(t))
, operate_(&Operate<T>)
{}
~Any_VoidPtr(){
Clear();
}
Any_VoidPtr& operator=(Any_VoidPtr const& other){
Clear();
operate_ = other.operate_;
operate_(other.object_, object_, CopyTag);
return *this;
}
template<class T>
Any_VoidPtr& operator=(T const& t){
Clear();
object_ = new T(t);
operate_ = &Operate<T>;
return *this;
}
void Clear(){
if(object_)
operate_(0,object_,DeleteTag);
object_ = 0;
}
template<class T>
T& As(){
return *static_cast<T*>(object_);
}
private:
typedef void (*OperateFunc)(void*const&,void*&,Operation);
void* object_;
OperateFunc operate_;
};
int main(){
Any_Virtual a = 6;
std::cout << a.As<int>() << std::endl;
a = std::string("oh hi!");
std::cout << a.As<std::string>() << std::endl;
Any_Virtual av2 = a;
Any_VoidPtr a2 = 42;
std::cout << a2.As<int>() << std::endl;
Any_VoidPtr a3 = a.As<std::string>();
a2 = a3;
a2.As<std::string>() += " - again!";
std::cout << "a2: " << a2.As<std::string>() << std::endl;
std::cout << "a3: " << a3.As<std::string>() << std::endl;
a3 = a;
a3.As<Any_Virtual>().As<std::string>() += " - and yet again!!";
std::cout << "a: " << a.As<std::string>() << std::endl;
std::cout << "a3->a: " << a3.As<Any_Virtual>().As<std::string>() << std::endl;
std::cin.get();
}
All type erasure techniques in C++ are done with function pointers (for behaviour) and void* (for data). The "different" methods simply differ in the way they add semantic sugar. Virtual functions, e.g., are just semantic sugar for
struct Class {
struct vtable {
void (*dtor)(Class*);
void (*func)(Class*,double);
} * vtbl
};
iow: function pointers.
That said, there's one technique I particularly like, though: It's shared_ptr<void>, simply because it blows the minds off of people who don't know you can do this: You can store any data in a shared_ptr<void>, and still have the correct destructor called at the end, because the shared_ptr constructor is a function template, and will use the type of the actual object passed for creating the deleter by default:
{
const shared_ptr<void> sp( new A );
} // calls A::~A() here
Of course, this is just the usual void*/function-pointer type erasure, but very conveniently packaged.
Fundamentally, those are your options: virtual functions or function pointers.
How you store the data and associate it with the functions can vary. For example, you could store a pointer-to-base, and have the derived class contain the data and the virtual function implementations, or you could store the data elsewhere (e.g. in a separately allocated buffer), and just have the derived class provide the virtual function implementations, which take a void* that points to the data. If you store the data in a separate buffer, then you could use function pointers rather than virtual functions.
Storing a pointer-to-base works well in this context, even if the data is stored separately, if there are multiple operations that you wish to apply to your type-erased data. Otherwise you end up with multiple function pointers (one for each of the type-erased functions), or functions with a parameter that specifies the operation to perform.
I would also consider (similar to void*) the use of "raw storage": char buffer[N].
In C++0x you have std::aligned_storage<Size,Align>::type for this.
You can store anything you want in there, as long as it's small enough and you deal with the alignment properly.
Stroustrup, in The C++ programming language (4th edition) ยง25.3, states:
Variants of the technique of using a single runt-time representation for values of a number of types and relying on the (static) type system to ensure that they are used only according to their declared type has been called type erasure.
In particular, no use of virtual functions or function pointers is needed to perform type erasure if we use templates. The case, already mentioned in other answers, of the correct destructor call according to the type stored in a std::shared_ptr<void> is an example of that.
The example provided in Stroustrup's book is just as enjoyable.
Think about implementing template<class T> class Vector, a container along the lines of std::vector. When you will use your Vector with a lot of different pointers types, as it often happens, the compiler will supposedly generate different code for every pointer type.
This code bloat can be prevented by defining a specialization of Vector for void* pointers and then using this specialization as a common base implementation of Vector<T*> for all others types T:
template<typename T>
class Vector<T*> : private Vector<void*>{
// all the dirty work is done once in the base class only
public:
// ...
// static type system ensures that a reference of right type is returned
T*& operator[](size_t i) { return reinterpret_cast<T*&>(Vector<void*>::operator[](i)); }
};
As you can see, we have a strongly typed container but Vector<Animal*>, Vector<Dog*>, Vector<Cat*>, ..., will share the same (C++ and binary) code for the implementation, having their pointer type erased behind void*.
See this series of posts for a (fairly short) list of type erasure techniques and the discussion about the trade-offs:
Part I,
Part II,
Part III,
Part IV.
The one I haven't seen mentioned yet is Adobe.Poly, and Boost.Variant, which can be considered a type erasure to some extent.
As stated by Marc, one can use cast std::shared_ptr<void>.
For example store the type in a function pointer, cast it and store in a functor of only one type:
#include <iostream>
#include <memory>
#include <functional>
using voidFun = void(*)(std::shared_ptr<void>);
template<typename T>
void fun(std::shared_ptr<T> t)
{
std::cout << *t << std::endl;
}
int main()
{
std::function<void(std::shared_ptr<void>)> call;
call = reinterpret_cast<voidFun>(fun<std::string>);
call(std::make_shared<std::string>("Hi there!"));
call = reinterpret_cast<voidFun>(fun<int>);
call(std::make_shared<int>(33));
call = reinterpret_cast<voidFun>(fun<char>);
call(std::make_shared<int>(33));
// Output:,
// Hi there!
// 33
// !
}