C++ inherit default operation in function - c++

Suppose I have an abstract base class called Base and it inherits the other class called Rectangle (w/c has the attributes of x, y, w, h)
//Base.h
class Base abstract : public Rectangle
{
public:
Base();
void Show()
{
if (!visible) return;
//draw the stuff here.
}
virtual void PerformTask() = 0;
protected:
bool visible;
bool enable;
//other member variables
};
For all the class that inherits this Base, it must implement this short operation first:
void OtherClass1::PerformTask()
{
if (!enable) return; // <- this one I am referring to.
//else, proceed with the overriden operation
//...
}
in PerformTask(), could it make a default operation, as I will not retype it again in all its implementation but, at the same time, is overriden and the short operation is executed first and preserved?

Yes this can be done; simply make PerformTask a non-virtual function which calls the actual overridden function:
// In Base:
void PerformTask() {
if (not enabled) return;
PerformTaskImpl();
}
virtual void PerformTaskImpl() = 0;
… and then just override PerformTaskImpl in the derived classes.
This is actually a pretty common pattern.

Related

How can I access member functions of STL classes inside derived classes that aren't in the base class? (detailed explanation in body)

Right now I have a base class, class Base{}, with two classes deriving from it, BFS{} and DFS{}. BFS has queue, and DFS has stack, so they both have a member called "nodes", but the type is their respective std::queue and std::stack. My search function takes in a pointer to base class as its parameter so that it can accept both derived classes, and runs the search by pushing and popping from the member classes inside the derived classes (as per the usual DFS BFS algorithms). The issue is, since I passed in my base class as the parameter, whenever I try to call push or pop on the member stack/queue called "nodes" from the derived classes, it always says that the push/pop cannot be done because there is no member inside the base class called "nodes". How am I supposed to make this work?
Also, this setup is a requirement of the assignment I am doing and I just can't figure out how this is supposed to work, any help is appreciated.
Thanks!
class Base {
public:
virtual void push(uint64_t roomID, float intensity, int distance) = 0;
virtual Node pop(void) = 0;
virtual int size(void) = 0;
};
class Breadth : public Base {
public:
std::queue<std::pair<uint64_t, int>> U;
void push(uint64_t roomID, float intensity, int distance) { std::pair<uint64_t, int> p(roomID, distance); U.push(p); }
Node pop() { Node rr; rr.ID = U.front().first; rr.distance = U.front().second; U.pop(); return rr; }
int size() { return U.size(); }
};
class Depth : public Base {
public:
std::stack<std::pair<uint64_t, int>> U;
void push(uint64_t roomID, float intensity, int distance) { std::pair<uint64_t, int> p(roomID, distance); U.push(p); }
UnexploredRoom pop() { U.pop(); }
int size() { U.size(); }
};
void robotSearch::searchLoop(Base* search, Discovered* D, uint64_t roomID)
{
Node room;
room.ID = roomID;
room.distance = 0;
search->U.push(room); //problem here, compiler wont let me push U
...
}
To implement custom behaviour through a pointer to a base class, you need to use virtual functions. Another approach would be to use generic code with templates.
Example:
class Base {
public:
virtual ~Base() {}
virtual void push(int i) = 0;
virtual int pop() = 0;
};
class DFS : public Base{
public:
virtual void push(int i) override { /*...*/ }
virtual int pop() override { /*...*/ return {}; }
};
class BFS : public Base {
public:
virtual void push(int i) override { /*...*/ }
virtual int pop() override { /*...*/ return {}; }
};
Right now, you have some virtual methods push and pop, but for some reason, you don't use them and instead try to access a member of the derived classes instead. You seem to have copied code from the answer by Ayjay but not applied it correctly.
That member U should really not be exposed like this, that is, it should be private, and you should use your class methods to manipulate it.
Therefore, you wouldn't write
search->U.push(room);
even if it was legal here (which it isn't, as the base class does not have anything named like that).
Instead, you go with
search->push(room);
Note that I omitted the other arguments that this takes, of course you also have to provide values for your intensity and distance arguments.
Doing so will call the appropriate method, that is either Breadth::push or Depth::push, which then will access the corresponding member of the respective class.
By the way, for reasons of control, you should use the override keyword as Ayjay did, and also, you should give a member a more descriptive name that U.

c++ Inheritance and shared pointers

Here is the situation. Let's say we have a virtual base class (e.g. ShapeJuggler) which contains a method that takes a shared pointer to a virtual base class object (e.g. Shape) as argument. Let's jump into the following pseudo-code to understand:
class Shape {
}
class ShapeJuggler {
virtual void juggle(shared_ptr<Shape>) = 0;
}
// Now deriving a class from it
class Square : public Shape {
}
class SquareJuggler : public ShapeJuggler {
public:
void juggle(shared_ptr<Shape>) {
// Want to do something specific with a 'Square'
// Or transform the 'shared_ptr<Shape>' into a 'shared_ptr<Square>'
}
}
// Calling the juggle method
void main(void) {
shared_ptr<Square> square_ptr = (shared_ptr<Square>) new Square();
SquareJuggler squareJuggler;
squareJuggler.juggle(square_ptr); // how to access 'Square'-specific members?
}
make_shared or dynamic/static_cast don't seem to do the job.
Is it at all possible? Any ideas, suggestions?
Thanks
This is where std::dynamic_pointer_cast (or one of its friends) comes into play.
It's just like dynamic_cast, but for std::shared_ptrs.
In your case (assuming the Shape class is polymorphic so dynamic_cast works):
void juggle(shared_ptr<Shape> shape) {
auto const sq = std::dynamic_pointer_cast<Square>(shape);
assert(sq);
sq->squareSpecificStuff();
}
This is the multiple dispatch problem. Their are many solution to this problem, the cleanest might be using the visitor pattern, but if you just have one function that need multiple dispatch you could avoid using a visitor:
class SquareJuggler;
class TriangleJuggler;
//.... others concrete jugglers.
class Shape {
//The default behaviour for any juggler and any shape
virtual void juggle_by(Juggler& t) {
//default code for any shape an juggle
}
// list each juggler for which you may
// implement a specific behavior
virtual void juggle_by(SquareJuggler& t) {
//provides default behavior in case you will not
// create a specific behavior for a specific shape.
//for example, just call the unspecific juggler:
this->Shape::juggle_by(static_cast<Juggler&>(t));
}
virtual void juggle_by(TriangleJuggler& t) {
//provides default behavior in case you will not
//create a specific behavior for a specific shape.
//for example, just call the unspecific juggler:
this->Shape::juggle_by(static_cast<Juggler&>(t));
}
//...
};
// Now deriving a class from it
class Square : public Shape {
void juggle_by(SquareJuggler& s) override{
//code specific to SquareJuggler and Shape
}
};
class Triangle : public Shape {
void juggle_by(TriangleJuggler& t) override{
//code specific to TriangleJuggler and Shape
}
};
class ShapeJuggler {
virtual void juggle(shared_ptr<Shape> s) {
//by default (if default has sense):
s->juggle_by(*this);
}
};
class SquareJuggler: public ShapeJuggler {
public:
void juggle(shared_ptr<Shape> s) override {
s->juggle_by(*this);
}
};
class TriangleJuggler: public ShapeJuggler {
public:
void juggle(shared_ptr<Shape> s) override {
s->juggle_by(*this);
}
};
// Calling the juggle method
void main(void) {
shared_ptr<Square> square_ptr = (shared_ptr<Square>) new Square();
SquareJuggler squareJuggler;
squareJuggler.juggle(square_ptr);
//This last call, will perform two virtual calls:
// 1. SquareJuggler::juggle(shared_ptr<Shape);
// 2. Square::juggle_by(SquareJuggler&);
}
You could also defines your XXXJuggler as final, which will enable some devirtualization optimization.

Parent class referencing child variable

I have several similar classes inheriting from the same Base-Class/Interface (Base class 1), and they share a couple similar functions, but then also have their own distinct functions. They all also have their own member variables of different classes, and each of those inherits from the same Base-Class/Interface (Base class 2). Is it possible to define a variable in Base class 1, of type Base class 2, then in the actual implementation of classes using Base class 1, have the variable of type Base class 2 be its proper type. Kinda hard to explain, so simplified example below.
//Base-Class 1
class Shape
{
public Shape() {}
ShapeExtra m_var;
//The common functions
public GetVar(){ return m_var; }
}
class Circle : Shape
{
public Circle() { m_var = new CircleExtra(); }
public void CircleFunc()
{
m_var.CircleExtraFunc();
}
}
class Triangle : Shape
{
public Triangle() { m_var = new TriangleExtra(); }
public void TriangleFunc()
{
m_var.TriangleExtraFunc();
}
}
.
.
.
//Base_Class 2
class ShapeExtra
{
public ShapeExtra() {}
}
class CircleExtra : ExtraClass
{
public CircleExtra() {}
void CircleExtraFunc() {//Do stuff}
}
class TriangleExtra : ExtraClass
{
public TriangleExtra() {}
void TriangleExtra() {//Do stuff}
}
.
.
.
So, I need the m_var in the child classes to be kept it as its own unique version. Because right now (w/o the extra CircleExtra m_var;), the GetVar() works, but in CircleFunc, m_var is still type of ShapeExtra, and thus doesn't know that CircleExtraFunc exists. I could cast m_var each time I wanted to do that, but that is repetitive and not worth it in my real-world case. Is there a way to utilize the functions in unique classes based off of ShapeExtra, while keeping the GetVar() function in Shape?
Please ask questions if there is anything I left out.
Simply with inheritance and without using pointers it is not possible, as C++ is a statically-and-strictly-typed language.
You can inherit both the variable and the function, but you'll need to cast function return value.
You can also override the function to make it return the concrete type, but then you have to cast the variable inside the function.
You can also declare the same var with the concrete class in subclasses, but then you just hide the variable in the superclass and inherit nothing.
I'd rather go for a solution using templates. Make the type of the variable a template type and extend the template using a concrete type in subclasses. It'll work perfectly.
It's been a long time since I last programmed in C++ and I beg your pardon if there are errors in the following example. I'm sure you can easily make it work.
template <class S>
class Shape {
S m_var;
//......
public:
S var () {
return m_var;
}
//.......
}
class Circle: Shape <CircleExtra> {
// var method returns CircleExtra
//......
}
Edit:
Regarding some comment, to allow virtual invocation of the method, it is possible to use correlated return types. Something like the following example.
class Shape {
public:
virtual ShapeExtra *var () = 0;
}
template <typename SE>
class ConcreteShape: Shape {
public:
virtual SE *var() {
return &m_var;
}
// Constructor, etc.
private:
SE m_var;
}
Or some variation. Now concrete shapes can benefit from extending the template, as long as SE * is correlated with ShapeExtra * (the type parameter extends ShapeExtra). And you can vall the method transparently through Shape interface.
Using pointers, this is totally possible.
Using your example, you could do something like this:
#include <iostream>
#include <memory>
using namespace std;
//Extras
class ShapeExtra
{
public:
ShapeExtra() {}
void ShapeFunc() { std::cout << "Shape"; }
virtual ~ShapeExtra() = default; //Important!
};
class Shape
{
public:
std::unique_ptr<ShapeExtra> m_var;
//require a pointer on construction
//make sure to document, that Shape class takes ownership and handles deletion
Shape(ShapeExtra* p):m_var(p){}
//The common functions
ShapeExtra& GetVar(){ return *m_var; }
void ShapeFunc() {m_var->ShapeFunc();}
};
class CircleExtra : public ShapeExtra
{
public:
void CircleExtraFunc() {std::cout << "Circle";}
};
class Circle : public Shape
{
CircleExtra* m_var;
public:
Circle() : Shape(new CircleExtra()) {
m_var = static_cast<CircleExtra*>(Shape::m_var.get());
}
void CircleFunc()
{
m_var->CircleExtraFunc();
}
};
int main() {
Circle c;
//use the ShapeExtra Object
c.GetVar().ShapeFunc();
//call via forwarded function
c.ShapeFunc();
//call the circleExtra Function
c.CircleFunc();
return 0;
}
Test it on ideone
Note the use of pointers and a virtual destructor:
By using a virtual destructor in the ShapeExtra base class, you make it possible to destruct an object of any derived class, using a ShapeExtra*. This is important, because
by using a std::unique_ptr<ShapeExtra> instead of a plain C-pointer, we make sure that the object is properly deleted on destruction of Shape.
It is probably a good idea to document this behaviour, i.e. that Shape takes the ownership of the ShapeExtra*. Which especially means, that we do not delete CirleExtra* in the Circle destructor
I decided here to require the ShapeExtra* on construction, but its also possible to just use std::unique_ptr::reset() later and check for nullptr on dereferencing Shape::m_var
Construction order is this: On calling the constructor of Circle, we first create a new CircleExtra which we pass to Shape before finally the constructor of Circle is executed.
Destruction order is Circle first (was created last), then Shape which also destructs the ShapeExtra for us, including (via virtual function) the CircleExtra
I would recommend the following approach:
class ShapeExtra
{
public:
virtual ~ShapeExtra() { }
virtual void SomeCommonShapeFunc() { std::cout << "Shape"; }
};
class Shape
{
public:
virtual ShapeExtra &GetVar() = 0; // Accessor function.
};
Note that the class Shape does not have any data members at all. After that for each derived class you need:
class CircleExtra : public ShapeExtra
{
public:
void SomeCommonShapeFunc() { std::cout << "Circle"; }
};
class Circle : public Shape
{
CircleExtra m_var; // Data member with circle specific class.
public:
virtual ShapeExtra &GetVar() { return m_var; }
};
Implementation of virtual method in Circle will return reference to the base class ShapeExtra. This will allow using this extra in the base class.
Note that pointers and templates are not used at all. This simplifies the overall design.

In C++, how do I determine if a class is the last class/child in an inheritance chain? ie on the opposite end of the base class

I'm having problems wording this question concisely, but basically there is a function in a class that may be the last class in an inheritance chain, or it may not be. Inside this function, IF the class-level function is the last in an inheritance chain, a 2nd function will be called. It is much easier to show what I'm talking about than to explain it, so:
Lets say that I have class Z.
Z derives from Y, which derives from X, which derives from W.
All of the classes have a virtual function called Execute().
Z.Execute() requires that Y.Execute() be finished, which requires that X.Execute() be finished, which requires that W.Execute() be finished.
As such, Z's Execute() function looks like:
void Z::Execute(void)
{
Y::Execute();
// do Z's stuff!
return;
}
Similarly, Y's Execute() function looks like:
void Y::Execute(void)
{
X::Execute();
// do Y's stuff!
return;
}
And so on down the chain of inheritance.
But Y, nor X, nor W are abstract, and so each can be instantiated, and may or may not be the last class in the inheritance chain.
Here's what I need to know. The last Execute() needs to call DoThisAtEndOfExecute(). DoThisAtEndOfExecute() needs to be called internal to the classes, ie. it will not be public.
So it can't be in X's Execute(), because if the class is a Y, it'll be called too early. It can't be in Y's Execute(), because the class may be a Z. It can't be in Z's Execute() because if the class is an Y, X, or W, the function will never get called.
So is there any way for a class to tell whether it has been inherited FROM? Basically, the equivalent to:
if (!IAmTheParentOfSomething)
DoThisAtEndOfExecute();
How is this ever done? I concede that an easier way would be for the function that contains the class to do:
X.Execute();
X.DoThisAtEndOfExecute();
But that isn't really an option for this code.
I think what you want can be achieved if you split Execute into a nonvirtual part and a virtual part. The former will run the latter, then invoke DoThisAtEndOfExecute. Like this:
class X
{
public:
void Execute()
{
ExecuteImpl(); //That one's virtual, the derived classes override it
DoThisAtEndOfExecute();
}
protected:
virtual void ExecuteImpl()
{
//Whatever was in the legacy Execute
}
}
Y and Z override ExecuteImpl() and call the base. This way, DoThisAtEndOfExecute() runs after the most derived version of ExecuteImpl() is finished, without any knowledge of the actual class.
One possible solution is to add a default parameter to Execute, and in subsequent calls change that parameter to some other value.
class X{
void Execute(bool isFinal = true);
};
//and so on.
void Z::Execute(bool isFinal)
{
Y::Execute(false);
// do Z's stuff!
if(isFinal){
// You're up!
}
return;
}
void Y::Execute(bool isFinal)
{
X::Execute(false);
// do Y's stuff!
if(isFinal){
// Y is the last class in this chain.
}
return;
}
This way, whenever code calls an object's Execute method (without a parameter), then the method will be told that some outside code is executing it. This also allows you to prevent said termination code from being executed if you so choose, by passing false to the method.
How about moving the // do ...'s stuff! into a seperate function?
class W
{
protected:
void Stuff() { /*...*/ };
void Finalize() { /*...*/ };
public:
virtual ~W() {}
virtual void Execute() { /*...*/ };
};
class X : public W
{
protected:
void Stuff() {
// X Stuff
W::Stuff();
};
public:
virtual ~X() {}
virtual void Execute() {
X::Stuff();
W::Finalize();
};
};
class Y : public X
{
void Stuff() {
// Y Stuff
X::Stuff();
};
public:
virtual ~Y() {}
virtual void Execute() {
Y::Stuff();
W::Finalize();
};
};

Detecting if we are in child class or base class

I have a problem, and I tried to use RTTI to resolve it.
I have a class Base and children classes (in the example, I show only one Child)
class Base {
virtual void Eval() {
// normal treatment
+
// treatment only for Base instance
}
};
class Child : Base {
void Eval() {
// call Base Eval
Base::Eval();
//other treatment
}
};
The problem, is that in Base::Eval, there are some treatments which I dont't want to execute when I call it from Child.
What I mean, in Child::Eval, when we call the Base::Eval, we want only the normal treatment which is executed.
For this, I thought about RTTI. I don't know if it is the best way to use it, I thought to do something like this:
class Base {
virtual void Eval() {
// normal treatment
+
if (typeid(this).name() == typeid(Base).name()) {
// treatment only for Base instance
}
}
}
The question is: Is it permitted to do that?
Am I obliged to check typeid.name()?
Or would just typeid() be enough?
Situations such as this are almost always an indication of bad design. A base class should not know anything about its derived classes.
If you want to give derived classes an option to customise parts of the base behaviour, use virtual functions and the "template method" design pattern:
class Base
{
public:
virtual void Eval() {
// normal treatment
Eval_CustomisationHook();
}
protected:
virtual void Eval_CustomisationHook()
{
// Do the stuff
}
};
class Child : public Base
{
protected:
virtual void Eval_CustomisationHook()
{} // do nothing
};
Alternatively, you could delegate just the query:
class Base
{
public:
virtual void Eval() {
// normal treatment
if (doOptionalEvalPart()) {
// do it here
}
}
protected:
virtual bool doOptionalEvalPart()
{
return true;
}
};
class Child : public Base
{
protected:
virtual bool doOptionalEvalPart()
{
return false;
}
};
And to answer your original question as well: the correct form would be to compare the std::type_info objects, not their names. And don't forget you'd have to dereference this. So the code would look like this:
if (typeid(*this) == typeid(Base))
This will do what you want it to. But as I've said above, this is most probably not the proper approach.