Override function parameters / - c++

Let's say we have a Collection class like:
class CCollection {
public:
void add(B& b);
void remove(B& b);
void doSomethingWithAllObjects();
protected:
std::vector<B*> bs;
}
Where B is an abstract class and the specific behaviour of
doSomethingWithAllObjects();
depends on the concrete type of B, call it C.
Is there a way to derive CCollection and let the methods
add(B b);
remove(B b);
just accept the derived type?
I thought of something like overriding the methods like this:
class D : A{
public:
void add(C c);
void remove(C c);
void doSomethingWithAllObjects();
private:
std::vector<B*> bs;
}
or a generic javaish construct like
template<class T : B>
class C {
...//do lots of stuff
}
The derivations are almost 100% the same. But you must not mix different derivations of B.
I already read its nearly impossible to restrict template classes to certain types but there has to be a way to avoid writing a whole class for every derivation of B. The point is, I need the functions defined in B, so I can't use a simple template
template<class T>
class B{
....
}
Of course I could assume other programmers just hand over the right type to the right CCollection but this can't be the spirit. What I want is to force other programmers to add just one type of Bs.

I am not sure if I understood correctly but I think you are loooking for a simple template non-member type function. The template function can be used to make sure that types match.
template<typename T>
void global_adder(const T& cl, const T& toadd) {
cl.add(toadd);
}
Since doesn't do type deductions based on inheritances, this will
make sure that A is not added to B or B to C and so on. To be added
both args must have the same type. Nothing more.
You keep your class method in the base class only. Make it
protected and add this function as friend.
That way you will now that no one can call a.add or b.add from
somewhere else (will not be able to add different type to a certain
class).
The only way to add or remove an element will be through the template
functions which make sure that types match.

You can make an abstract base collection class like
class BaseCollection {
public:
void doSomethingWithAllObjects();
protected:
void addInternal(B* b); // consumes the element
std::vector<B*> bs; // or better use vector<shared_ptr> for reference count
};
template <typename C>
class Collection : public BaseCollection {
public:
void add(const C& c) {
C* my_copy = new C(c); // suppose we have a copy constructor
addInternal(my_copy);
}
};
If you try to instantiate Collection<C> where C is not a subclass of B, you will get a compile error.

Related

Optional variable in a class

I have a class A and class B which both have the same methods and variables, but B has one additional variable (which is completely independent from other class members).
So it would be something like:
class A
{
void Foo();
bool m_var;
}
template< class T >
class B< T >
{
// Same stuff
void Foo();
bool m_var;
// Unique stuff
T m_data;
}
Normally, I would use inheritance B : public A, but I want to keep these classes super tight and I don't want to have vtable ptr inside them (as I'm not gonna use polymorphy anyway). What's the best approach to achieve that? I was thinking about templates and their specialization - having class A<T> and A<void>, but I need to remove something, not add. Is there any smart template trick which I could use?
I was also thinking about creating base class (without virtual dtor) with all common functionalities as a private nested class and inherited classes A< T > : public Base and empty B : public Base as public nested classes. It wouldn't allow anyone from outside to use base class ptr, but it doesn't sound like the purest solution... Is there any "valid" solution for my problem?
As long as you don't use the word virtual, you won't get a vtable. But you're right to think that inheritance is an awkward solution to this problem. Languages like Rust, Scala, and Haskell have a unit type () for data we don't care about. C++ approximates this (albeit poorly) with void, but it really only works as a function return type. My recommendation is to create your own well-behaved unit type.
struct Unit {};
Nice, empty type. There's only one meaningfully distinct instance of Unit, namely Unit(). Then A is just B<Unit>. The Unit m_data in B<Unit> contains no actual information and will likely be optimized out by the compiler.
As already answered, vtable pointers are only added to a class when they are needed. As long as there is nothing marked as virtual anywhere in either your base or derived class, the compiler will not generate a vtable for your type.
If you want to reuse A when writing B, why can't you just use plain old composition?
class A {
bool _var;
public:
explicit A(bool v);
void foo();
// accessors, which could be constexpr
bool var() const; // get
void var(bool n_v); // set
};
template<class T>
class B {
T _data;
A _a;
public:
B( /* params */);
void foo() { this->_a.foo(); }
// forward to A
bool var() const { return this->_a.var(); } // get
void var(const bool n_v) { this->_a.var(n_v); } // set
// add more stuff here
};
If you really are into nasty shenanigans, you might consider taking the private inheritance route, which is functionally the same thing (but less clean, IMHO):
template<class T>
class B : private A {
T _data;
public:
B( /* params */);
using A::foo; // reexports A::foo() as B::foo()
// generates
// - bool B::var()
// - void B::var(bool)
using A::var;
// add more stuff here
};

Check for template class equality through base class pointer

Is it possible to check, through a base class pointer, whether different derived template classes are specialization of the same template class?
This is achievable through introducing an intermediate non-template base-class. However, i would like to know whether this pattern is avoidable when the sole purpose of this intermediate class is for identification:
class A{}
class B_base : public A{}
template<T>
class B : public B_base {}
// There may be other derived classes of A
template<T>
class C: public A{}
void main() {
// ... some vector of pointers to A derived objects
std::vector<A*> v;
for(auto& i : v){
// Check whether i is any specialization of B through a
// dynamic_cast to the intermediate class
if(dynamic_cast<B_base*>()){
// This is a B_base object,
}
}
}
Ideally, i would like something like this, to avoid the intermediate class.
class A{}
template<T>
class B : public A{}
// There may be other derived classes of A
template<T>
class C: public A{}
void main() {
// ... some vector of pointers to A derived objects
std::vector<A*> v;
for(auto& i : v){
// Check whether i is any specialization of B
if(templateTypeId(i) == templateTypeId(B*)){
// This is a B object with some unknown specialization
}
}
}
Different specializations of a template are entirely unrelated types for most purposes. Template argument deduction can deduce a template and its arguments from such a type, but that happens entirely at compile time. There is no guaranteed run time information that can tell whether a class is a specialization of a given template, whether two classes are specializations of the same template, etc.
So you would need to set up a way to test this yourself, but your intermediate class method is not the only option. The most straightforward way would be to put a way to test it into the base A class:
class A {
public:
virtual ~A() = default;
virtual bool is_B() const noexcept { return false; }
};
template <class T>
class B : public A {
public:
bool is_B() const noexcept override { return true; }
};
Though this gets a bit ugly if there are several different B-like categories to test for, and doesn't work if it should be possible to extend A with new subtypes, and then test for those subtypes in a similar way.
Another idea would be to associate the type check with an object address:
struct type_tag {
constexpr type_tag() = default;
type_tag(const type_tag&) = delete;
type_tag& operator=(const type_tag&) = delete;
};
class A {
public:
virtual ~A() = default;
virtual bool matches_type(const type_tag&) const
{ return false; }
};
inline constexpr type_tag B_tag{};
template <class T>
class B {
public:
bool matches_type(const type_tag& tag) const override
{ return &tag == &B_tag; }
};
This pattern also allows for categories of subtypes that don't come from just one template. It also doesn't prevent a new class from "lying" about its own type, if that might be a concern, but it might be best not to try to prevent that, but let any implemented derived class be responsible for its own behavior, which might mean it wants to act "almost exactly like" some other type.
May be a better design is to add required virtual functions to interface A, so that you can invoke them directly on A* without guessing the derived class. The latter is an anti-pattern because it defeats the purpose of polymorphism: the idea that a piece of code can work with object of different classes without knowing their exact type. You may as well put objects of different types into different containers and not use ploymorphism based on virtual functions at all.

What's the closest thing in C++ to retroactively defining a superclass of a defined class?

Suppose I have the class
class A {
protected:
int x,y;
double z,w;
public:
void foo();
void bar();
void baz();
};
defined and used in my code and the code of others. Now, I want to write some library which could very well operate on A's, but it's actually more general, and would be able to operate on:
class B {
protected:
int y;
double z;
public:
void bar();
};
and I do want my library to be general, so I define a B class and that's what its APIs take.
I would like to be able to tell the compiler - not in the definition of A which I no longer control, but elsewhere, probably in the definition of B:
Look, please try to think of B as a superclass of A. Thus, in particular, lay it out in memory so that if I reinterpret an A* as a B*, my code expecting B*s would work. And please then actually accept A* as a B* (and A& as a B& etc.).
In C++ we can do this the other way, i.e. if B is the class we don't control we can perform a "subclass a known class" operation with class A : public B { ... }; and I know C++ doesn't have the opposite mechanism - "superclass a known class A by a new class B". My question is - what's the closest achievable approximation of this mechanism?
Notes:
This is all strictly compile-time, not run-time.
There can be no changes whatsoever to class A. I can only modify the definition of B and code that knows about both A and B. Other people will still use class A, and so will I if I want my code to interact with theirs.
This should preferably be "scalable" to multiple superclasses. So maybe I also have class C { protected: int x; double w; public: void baz(); } which should also behave like a superclass of A.
You can do the following:
class C
{
struct Interface
{
virtual void bar() = 0;
virtual ~Interface(){}
};
template <class T>
struct Interfacer : Interface
{
T t;
Interfacer(T t):t(t){}
void bar() { t.bar(); }
};
std::unique_ptr<Interface> interface;
public:
template <class T>
C(const T & t): interface(new Interfacer<T>(t)){}
void bar() { interface->bar(); }
};
The idea is to use type-erasure (that's the Interface and Interfacer<T> classes) under the covers to allow C to take anything that you can call bar on and then your library will take objects of type C.
I know C++ doesn't have the opposite mechanism - "superclass a known
class"
Oh yes it does:
template <class Superclass>
class Class : public Superclass
{
};
and off you go. All at compile time, needless to say.
If you have a class A that can't be changed and need to slot it into an inheritance structure, then use something on the lines of
template<class Superclass>
class Class : public A, public Superclass
{
};
Note that dynamic_cast will reach A* pointers given Superclass* pointers and vice-versa. Ditto Class* pointers. At this point, you're getting close to Composition, Traits, and Concepts.
Normal templates do this, and the compiler will inform you when you use them incorrectly.
instead of
void BConsumer1(std::vector<B*> bs)
{ std::for_each(bs.begin(), bs.end(), &B::bar); }
void BConsumer2(B& b)
{ b.bar(); }
class BSubclass : public B
{
double xplusz() const { return B::x + B::z; }
}
you write
template<typename Blike>
void BConsumer1(std::vector<Blike*> bs)
{ std::for_each(bs.begin(), bs.end(), &Blike::bar); }
template<typename Blike>
void BConsumer2(Blike& b)
{ b.bar(); }
template<typename Blike>
class BSubclass : public Blike
{
double xplusz() const { return Blike::x + Blike::z; }
}
And you use BConsumer1 & BConsumer2 like
std::vector<A*> as = /* some As */
BConsumer1(as); // deduces to BConsumer1<A>
A a;
BConsumer2(a); // deduces to BConsumer2<A>
std::vector<B*> bs = /* some Bs */
BConsumer1(bs); // deduces to BConsumer1<B>
// etc
And you would have BSubclass<A> and BSubclass<B>, as types that use the B interface to do something.
There is no way to change the behaviour of a class without changing the class. There is indeed no mechanism for adding a parent class after A has already been defined.
I can only modify the definition of B and code that knows about both A and B.
You cannot change A, but you can change the code that uses A. So you could, instead of using A, simply use another class that does inherit from B (let us call it D). I think this is the closest achievable of the desired mechanism.
D can re-use A as a sub-object (possibly as a base) if that is useful.
This should preferably be "scalable" to multiple superclasses.
D can inherit as many super-classes as you need it to.
A demo:
class D : A, public B, public C {
public:
D(const A&);
void foo(){A::foo();}
void bar(){A::bar();}
void baz(){A::baz();}
};
Now D behaves exactly as A would behave if only A had inherited B and C.
Inheriting A publicly would allow getting rid of all the delegation boilerplate:
class D : public A, public B, public C {
public:
D(const A&);
};
However, I think that could have potential to create confusion between code that uses A without knowledge of B and code that uses knows of B (and therefore uses D). The code that uses D can easily deal with A, but not the other way 'round.
Not inheriting A at all but using a member instead would allow you to not copy A to create D, but instead refer to an existing one:
class D : public B, public C {
A& a;
public:
D(const A&);
void foo(){a.foo();}
void bar(){a.bar();}
void baz(){a.baz();}
};
This obviously has potential to mistakes with object lifetimes. That could be solved with shared pointers:
class D : public B, public C {
std::shared_ptr<A> a;
public:
D(const std::shared_ptr<A>&);
void foo(){a->foo();}
void bar(){a->bar();}
void baz(){a->baz();}
};
However, this is presumably only an option if the other code that doesn't know about Bor D also uses shared pointers.
This seems more like static polymorphism rather dynamic. As #ZdeněkJelínek has already mentioned, you could you a template to ensure the proper interface is passed in, all during compile-time.
namespace details_ {
template<class T, class=void>
struct has_bar : std::false_type {};
template<class T>
struct has_bar<T, std::void_t<decltype(std::declval<T>().bar())>> : std::true_type {};
}
template<class T>
constexpr bool has_bar = details_::has_bar<T>::value;
template<class T>
std::enable_if_t<has_bar<T>> use_bar(T *t) { t->bar(); }
template<class T>
std::enable_if_t<!has_bar<T>> use_bar(T *) {
static_assert(false, "Cannot use bar if class does not have a bar member function");
}
This should do what you'd like (i.e. use bar for any class) without having to resort to a vtable lookup and without having the ability to modify classes. This level of indirection should be inlined out with proper optimization flags set. In other words you'll have the runtime efficiency of directly invoking bar.

Trying to add polymorphism to template function

So yeah, you can't have a template virtual class member function. That makes sense, not trying to figure that part out...and I'm trying like the devil to avoid multiple/virtual inheritance.
I've got a a template class A, and an abstract template class B that inherits from A, and a C that inherits from B.
template <typename T>
class A
{
protected:
T val;
public:
A(T a) {val = a;}
T val() {return val();}
template <typename J>
A<J> cast_as() { return A<J>((J)val); }
};
template <typename T>
class B : public A<T>
{
protected:
int b;
public:
B(T a) : A(a){b=10*a;}
virtual foo() = 0;
//and I'd like, but this can't exist
//template <typename J>
//B<J>* BCastAs();
};
template <typename T>
class C : public B<T>
{
protected:
int c;
public:
C(T c) : B(c) { c=c+1;}
virtual foo() override { cout << (a+b+c);}
};
int main() { C<int> c(10); B<double>* b = c.BCastAs<double>();}
And I can't think of any way to do that...It feels like it should be possible, as B* does not need to actually know that it is a C (much like the return of a clone call) but i don't know a way to get the c to move over correctly without having virtual template member functions, which is impossible.
The sample code you've posted looks like a having a serious design flaw to me at first glimpse.
Usually it's not necessary to have virtual functions in class templates, because you can use a CRT pattern to avoid them.
You make up the intention that you require inherited classes (this is how you make a template 'abstract'), that implement a defined interface. The interface may or (preferably) not be defined as pure virtual methods (a static interface check would do as well and cause less mysterious compiler error messages in case of missing method implementations).
You can see a sample of such template framework and how to use this technique in my STTCL template library.
In short: Use static polymorphism.
UPDATE:
And yes, I'm also using pure virtual methods in STTCL, but in a completely different manner (just as basic entry points to couple complete sets of inheritance hierarchies).

C++: Design, Function template overriding and lack of polymorphism

Have a base class A, and a derived class B which overrides function template Func:
class A
{
A() {...};
~A() {};
template <class T>
void Func(const String &sInput, T &tResult)
{...}
};
class B : public A
{
B() {...}
~B() {};
template <class T>
void Func(const String &sInput, T &tResult)
{...}
};
(Note that Func is non-virtual, given the lack of support in C++ for templated virtual functions.)
Now have a mainprog API, class M:
class M
{
M(boost::shared_ptr<A> &pInterfaceInput): pInterface(pInterfaceInput)
{}
template <class T>
Evaluate(const String &sInput, T &tResult)
{
pInterface->Func<T>(sInput, tResult);
}
private:
const boost::shared_ptr<A> pInterface;
};
I want the function Evaluate here to support calls to functions on base class A or any of its derived classes (such as B). This class was written with polymorphism in mind before I re-designed class A and B to have templated functions.
Now the problem here is that if I pass a shared pointer of the base type to the derived type then Func of the base class will be called, not the derived class being pointed to.
How do I get around the lack of dynamic polymorphism here?
I've considered making class M a class template on the shared pointer type and having a static_cast in the constructor to ensure this type is of the base class type (A) or of a derived class.
What's the nicest way to do this? I'd prefer not to modify classes A and B to get around this problem but all suggestions are welcome.
Thanks.
Sounds like a double dispatch problem. Perhaps this would be a good place to implement the visitor pattern?
For example, create a class Evaluator, and for each T a subclass ConcreteEvaluator<T>. Give A and B methods that visit the Evaluator. Something like:
class Evaluator
{
virtual void visit_A(A* object);
virtual void visit_B(B* object);
};
template <typename T>
class ConcreteEvaluator : public Evaluator
{
public:
String* input_reference;
T& result_reference;
ConcreteEvaluator(String& input_reference_,T& result_reference_) :
input_reference(input_reference_),
result_reference(result_reference_) {}
virtual void visit_A(A* object) {
object->Func(input_reference,result_reference);
}
virtual void visit_B(B* object) {
object->Func(input_reference,result_reference);
}
}
class A
{
...
virtual void apply_evaluator(Evaluator *eval) {eval->visit_A(this);}
...
}
class B
{
...
virtual void apply_evaluator(Evaluator *eval) {eval->visit_B(this);}
...
}
For each subclass of A, a new method must be added to ConcreteEvaluator, so that this technique works best if A's class hierarchy is stable. And for each subclass of A, it must have an apply_evaluator function defined properly.
On the other hand, this may be total overkill. For about the same amount of work, you could always just pay the price to update M::Evaluate:
class M
{
...
void Evaluate(const String& sInput, T& tResult)
{
// try to downcast to each subclass of A. Be sure to check
// sub-subclasses first
try
{
dynamic_cast<B*>(pInterface.get())->Func(sInput, tResult);
return;
}
catch (std::bad_cast& ) { }
...
// nothing worked. It must really be an A
pInterface->Func(sInput,tResult);
}
...
};
I've show in the question Templatized Virtual function how to use type erasure to get some of the effects of virtual member function. Depending on what you want to do in Func(), you can use the same technique here.