How should one approach composition instead of inheritance? Consider the following class:
class GameObject {...};
class Sprite {
public:
void changeImage(...);
};
class VisibleGameObject: public Sprite, public GameObject {};
class VisibleGameObject : public GameObject {
protected:
Sprite m_sprite;
};
The first VisibleGameObject class uses inheritance. Multiple inheritance. Does not looks good. Second one is what i would like to use, but it won't allow me to access Sprite's API like this:
VisibleGameObject man;
man.changeImage();
How can that be accomplished without inheritance (or code duplication)?
EDIT:
I do know I can just use inheritance or make m_sprite a public member and I can't access the Sprite class because it's private. That's the point, the question is about the best way to change a VisibleGameObject's Sprite, following the rules of data encapsulation.
I think you are still one step behing "composition over inheritance" mindset. The base class should know what to composite. To change image, you should change sprite instance, you shouldn't provide interface of composed instances. For example:
class GameObject {
public:
// you can choose public access or getters and setters, it's your choice
Sprite sprite;
PhysicalBody body;
};
object = GameObject();
object.sprite = graphicalSystem.getSpriteFromImage("image.png");
// or if you prefer setters and getters
object.setSprite(sprite);
More generally GameObject should contain instances (or pointers to instances, depends on your implementation) of base class Component. It makes sense to use inheritance in this case, because this way they can be in one storage like std::map. For example:
class Component {
// ...
};
class Sprite : public Component {
//...
};
class PhysicalBody : public Component {
//...
};
class GameObject {
protected:
std::map<std::string, Component*> components;
//...
public:
Component* getComponent(const std::string& name) const;
void setComponent(const std::string& name, Component* component);
//...
};
For component creation and rendering in main loop use Systems. For example GraphicalSystem knows all instances of Sprite it has created and while rendering it renders only sprites attached to some GameObject instance. Detached component can be garbage collected. Information about position and size might be part of the GameObject or it might be a component "physical".
The best way to understand it is to write your own prototype or to check existing implementations (Artemis, Unity 3D and many others). For more information see Cowboy programming: Evolve Your Hierarchy or try to find Entity/component system.
First of all, the alternative for composition is private inheritance (and not public one) since both model a has-a relationship.
The important question is how can we expose Sprite public members (e.g. changeImage) to VisibleGameObject clients? I present the 4 methods that I know:
(Private) inheritance
I understand that you want to avoid (multiple) inheritance, but for the sake of completeness, I present one suggestion based on private inheritance:
class VisibleGameObject: private Sprite, public GameObject {
...
};
In this case VisibleGameObject privately derives from Sprite. Then users of former cannot access any member of the latter (as if it it were a private member). In particular, Sprite's public and protected members are hidden to VisibleGameObject clients.
Had the inheritance been public, then all Sprite's public and protected members would be exposed by VisibleGameObject to its clients. With private inheritance we have a finer control of which methods should be exposed through using declarations. For instance, this exposes Sprite::changeImage:
class VisibleGameObject1: private Sprite, public GameObject {
public:
using Sprite::changeImage;
...
};
Forwarding methods
We can give to VisibleGameObject public methods that forward the call to m_sprite as show below.
class VisibleGameObject2: public GameObject {
public:
void changeImage() {
m_sprite.changeImage();
}
private:
Sprite m_sprite;
...
};
I believe this is the best design, especially as far as encapsulation is concerned. However, it might require a lot of typing in respect to other alternatives.
Structure dereference operator
Even plain old C provides types that exposes another type's interface as if it was its own: pointers.
Indeed, suppose that p is of type Sprite*. Then by using the structure dereference operator -> we can access members of Sprite (pointed by p) as shown below.
p->changeImage();
C++ allows us to endow classes with customised struct dereference operators (a feature well used by smart pointers). Our example becomes:
class VisibleGameObject3 : public GameObject {
public:
Sprite* operator ->() {
return &m_sprite;
}
private:
Sprite m_sprite;
...
};
and
VisibleGameObject v;
v->changeImage();
Although convenient, this method has many flaws:
As for public inheritance, this approach doesn't give a fine control over which Sprite public members should be exposed.
It works only for one member (that is, you cannot use the same trick to expose two members interfaces).
It messes up with the interface. Indeed, consider for instance that VisualGameObject has a method doSomething(). Then, to call this method on an object v one should do v.doSomething() whereas to call changeImage() one should uses v->changeImage(). This is confusing.
It makes VisibleGameInterface to look like a smart pointer. This is semantically wrong!
C++11 Wrapper Pattern
Finally, there's Sutter's C++11 Wrapper Pattern (watch his presentation, specifically the second slide of page 9):
class VisibleGameObject4 : public GameObject {
private:
Sprite m_sprite;
public:
template <typename F>
auto operator()(F f) -> decltype(f(m_sprite)) {
return f(m_sprite);
}
};
Clients use it this way:
VisibleGameObject4 v4;
v4( [](Sprite& s) { return s.changeImage(); } );
As we can see, compared to the forwarding methods approach this transfer the burden of typing from the class writter to the class clients.
It looks like you are trying to directly access Sprite's function without referencing it first. Try this:
man.m_sprite.changeImage() ;
Note that m_sprite and changeImage() should be public for you to do this. Otherwise use a public accessor function to manipulate private class members.
Related
I am implementing a visual tree in SFML. SFML contains two important drawing classes: sf::Drawable and sf::Transformable. It would be nice if these were bundled up together, but they are not. Many objects inherit from both, i.e.:
class SFML_GRAPHICS_API Text : public Drawable, public Transformable
class SFML_GRAPHICS_API Sprite : public Drawable, public Transformable
class SFML_GRAPHICS_API Shape : public Drawable, public Transformable
For my visual tree, I have a SceneNode class that inherits from Drawable and Transformable, and a draw function will call a private onDraw itself, and then its children. However, many SFML native classes, such as sf::Text, have a draw function that is private. So, I cannot create a class like
class Text: public sf::Text, public SceneNode
and then put it into the visual tree. For these native classes, I don't need them to have draw children anyway, I just want to be able to add them to the visual tree as leaf nodes. The crux of the problem is that each member of the visual tree needs to inherit from sf::Drawable and sf::Tranformable. I need to be able to define a type that inherits from both of these. If I define the dummy class
class LeafNode: public sf::Drawable, public sf::Tranformable { }
which appears to define the type I want. Then, SceneNode will contain std::vector<LeafNode*> m_children. When drawing these children, I will do a dynamic cast on each item to see if it is a SceneNode, and then call a draw function so the SceneNode draws its children.
However the following code does not compile due to type incompatibility:
LeafNode * node = new sf::Text("PLAY", font, 20);
Ideally, I want to define something like
std::vector<sf::Drawable, sf::Transformable*> m_children
Where that made-up syntax means that each element must derive from both sf::Drawable and sf::Transformable. Is this possible?
However, many SFML native classes, such as sf::Text, have a draw function that is private
That's not quite true. Since the sf::Drawable::draw function is protected, so is the draw method of sf::Text. It's one of the complex rules of C++.
So, I cannot create a class like
class Text: public sf::Text, public SceneNode
If you did you would have two sf::Drawable and sf::Transformable base classes in your hierarchy, one from sf::Text and one from SceneNode. That wouldn't be good.
When drawing these children, I will do a dynamic cast on each item to see if it is a SceneNode, and then call a draw function so the SceneNode draws its children.
I would not recommend such design. Using dynamic_cast is usually a sign your software design is not so great. (I don't want to digress too much on this topic, google about that topic.)
But let's answer your fundamental question:
Where that made-up syntax means that each element must derive from both sf::Drawable and sf::Transformable. Is this possible?
No. But you can do simpler things anyway.
Instead of having Text inheriting from both sf::Text and SceneNode, define you class as a wrapper. It can be as simple as:
class Text : public SceneNode {
sf::Text m_text;
public:
sf::Text& get() { return m_text; }
// Override SceneNode drawing method:
virtual void onDraw(RenderTarget& target) const
// Draw m_text:
target.draw(m_text);
}
};
There is two flaws with this quick wrapper, though. a) It doesn't use the transformable part of the SceneNode. b) Since the encapsulation is broken with get() there are two transformable modifiable by the user: the one from SceneNode and the one of sf::Text.
For a), the fix should be straightforward when you have fixed b). To fix b), you have to make the wrapper a little bit more complex: instead of having this ugly get(), write methods to set the properties of the underlying sf::Text that are not linked to sf::Transformable, e.g. setColor.
Without knowing anything about SMFL (which may provide better solutions) I think you can implement this vector. You only need to define your own pointer wrapper, which only accepts pointers to objects which inherits from more than one type:
template <class T1, class T2>
struct special_pointer_wrapper
{
T1* t1;
T2* t2;
template<class T>
special_pointer_wrapper(T* p)
: t1(dynamic_cast<T1*>(p))
, t2(dynamic_cast<T2*>(p))
{
if ((p1==0) || (p2==0))
throw "Error";
}
getT1 T1* () const { return t1; }
getT2 T2* () const { return t2; }
};
This class takes any pointer and ensures its pointed to type is derived from T1 and T2 (even if they seem to be totally unrelated). If its not a derived object it throws. With functions getT1() and getT2() it gives you access to pointers to both base classes.
Please note the construction may be slow due dynamic_cast but extraction of the types is O(1).
I've been searching around but can't find much about this, but would cross-casting from one interface to another be considered bad design? Here is a sample of the code I'm using:
class IShip {
// strictly ship_like interface
// i.e. move, attack, dock, etc.
};
class Sim_object {
// all game objects are derived from this and represents component in composite pattern
// get_name()
// get_location()
// add
// remove
// etc.
};
template<typename T>
class Group : public Sim_object {
// composite functions
// add
// remove
// display
// map<T> container;
};
class Ship_group : public Group<IShip>, public IShip {
// added IShip functionality
};
class Ship : public Sim_object, public IShip {
// actual ship object
};
Anyway, I'm using MVC where my controller will manipulate IShip objects and depending on if they are composites or leafs, will perform some function. My question is at times I need to go from IShip to Sim_object to get a different interface (requiring a dynamic_cast). Would this be considered bad design/practice? I didn't really want to pollute the IShip interface just to get access to the Sim_object commands.
Casting generally implies a bad design, unless the casted type is already known in that context. For example, if you have an interface IRenderer that draws textures represented by the interface ITexture and you have an implementation for OpenGL which has an OpenGLRenderer and an OpenGLTexture, casting the ITexture to OpenGLTexture in OpenGLRenderer wouldn't be a design issue.
If you really need to cast the IShip to a Sim_object it would be reasonable to think that IShip should actually be a Sim_object.
Suppose I have following inheritance tree:
SDLBullet inherits from Bullet inherits from Entity
EnemyBullet inherits form Bullet inherits from Entity
Now I need a new class, SDLEnemyBullet, which needs the draw as implemented in SDLBullet, and the collision as implemented in EnemyBullet. How would I do this? Is this to be solved using multiple inheritance? If not, feel free to edit my question and title. If so, how would I implement such thing?
Some code examples below:
class Entity {
bool collision(Entity) = 0;
void draw() = 0;
}
class Bullet : Entity {
bool collision(Entity) {/*some implementation*/};
void draw() {/*draw me*/};
}
class SDLBullet : Bullet {
void draw() {/*draw me using SDL*/};
}
class EnemyBullet : Bullet {
bool collision(Entity) {/*if Entity is a fellow enemy, don't collide*/};
}
class SDLEnemyBullet : ????? {
/*I need SDLBullet::draw() here*/
/*I need EnemyBullet::collision(Entity) here*/
/*I certainly do not want EnemyBullet::draw nor SDLBullet::collision here*/
}
Any help is much appreciated!
(BTW: This is a school project, and an inheritance tree like this was suggested to us. No one is stopping us from doing it different and better. Thats why I asked the question.)
The textbook solution involves multiple and virtual inheritance.
class SDLBullet : public virtual Bullet {
void draw() {/*draw me using SDL*/};
};
class EnemyBullet : public virtual Bullet {
bool collision(Entity) {/*if Entity is a fellow enemy, don't collide*/};
};
class SDLEnemyBullet : public SDLBullet, public EnemyBullet {
// just one Bullet subobject here
};
Normally, collision stuff is done using multiple dispatch, or in C++, who hasn't this feature, using the visitor pattern.
BUT
why don't you have a hierarchy like this instead ?
class Entity;
class Bullet : public Entity
{
public:
virtual draw();
}
class FriendlyBullet : public Bullet
{
public:
bool collide(EnnemyBullet*);
bool collide(FriendlyBullet*);
}
class EnnemyBullet : public Bullet
{
public:
bool collide(EnnemyBullet*);
bool collide(FriendlyBullet*);
}
This would work too, and wouldn't require multidispatch or multiple inheritance
You need to specify a comma separated list of the super classes:
class SDLEnemyBullet : public SDLBullet, public EnemyBullet {
/*I need SDLBullet::draw() here*/
/*I need EnemyBullet::collision(Entity) here*/
/*I certainly do not want EnemyBullet::draw nor SDLBullet::collision here*/
}
It looks like you're making a game (engine). To avoid the need for complex inheritance structures like this favor composition over inheritance for entities i.e. Have an entity object that contains separate 'component' objects for rendering etc. That way you can mix and match the components however you like without having an explosion of classes with all the different combinations of super classes.
Here's a good article on the subject: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
Prefer composition over inheritance
You don't need inheritance to combine stuff that's not related like that. Make up basic objects (entities?) for game logic, physics, sound, input, graphics (which may use inheritance) and combine those a GameObject which just has an array of said objects.
Some nifty cross-linking is useful since they will all share a Frame or Transform, but that can be done during creation by iterating over all other objects and using dynamic_cast... (it's useful if you do not need to depend on initialization order).
But there's really no need to build this with inheritance. It doesn't fit your usecase properly. (Although virtual inheritance is useful, it's not a good thing to use inheritance to force different things to become the same, i.e. making everything be a something, instead of being made up of different parts (render, damage, sound, etc...).
Read this and this for more info, or just click the title to google for it. :)
I'm having trouble deciding on a way to model this type of relationship...
All bosses can do certain things and have certain things (velocities, health, etc.) so these are part of the "main" abstract boss class.
class Boss // An abstract base class
{
//Stuff that all Bosses can do/have and pure virtual functions
};
Now I want to specify a few more pure virtual functions and members for bosses that can shoot. I'm wondering how I should model this? I've considered deriving a ShootingBoss Class from the Boss class, but specific bosses are classes in themselves (with Boss just being an abstract base class that they are derived from.) Thus if ShootingBoss is derived from Boss, and a specific boss derives from ShootingBoss, that boss won't be able to access the protected data in the Boss class.
Boss(ABC) -> ShootingBoss(ABC) -> SomeSpecificBoss(can't access protected data from Boss?)
Basically, I'm wondering what the recommended way to model this is. Any help is appreciated. If more information is needed, I'd be happy to offer.
I think you need to look into Mixin classes.
For example, you could create the following classes:
class Boss {
// Here you will include all (pure virtual) methods which are common
// to all bosses, and all bosses MUST implement.
};
class Shooter {
// This is a mixin class which defines shooting capabilities
// Here you will include all (pure virtual) methods which are common
// to all shooters, and all shooters MUST implement.
};
class ShootingBoss : public Boss, public Shooter
{
// A boss who shoots!
// This is where you implement the correct behaviour.
};
Mixins require multiple inheritance to be used, and there are many pitfalls and complexities to doing so. I suggest you look at answers to questions like this one to ensure that you avoid these pitfalls.
Why not start using interfaces? So, rather than simply uber base class, you spread out your things into capabilities.
struct IBoss : public IObject
{
}
struct ICanShoot : public IObject
{
}
Generally to implement this you derive your interfaces from another interface which allows you to query for an interface.
struct IObject
{
int getId(); // returns a unique ID for this interface.
int addRef();
int release();
bool queryInterface(int id, void** pp);
}
That way, you implement your Boss more easily:
class Boss : public IBoss, public ICanShoot
{
};
It might be overkill for some, but if your class heirachy is all screwed up, this is the best way out of the mess.
Have a look at M$'s IUnknown interface.
There are two different ways of doing this:
1) Mixin classes (already explained)
2) Role playing classes.
Role playing has it's advantages and disadvantages. Roles, that object can play (boss, shooter, whatever) are implemented using containment. They must be derived from the common base interface class, which will have to be downcasted dynamicaly (argh..). Caller will ask object of your class for the role pointer (this is where downcast will come in) and if object can play the role (returned non-NULL pointer) client will call appropriate function of the role.
Main advantage of role playing approach (appart from avoiding multiple inheritance) - it is dynamic. Object can accept new roles at runtime, as opposed to mixin that has to be defined at compile time.
Also it is scalable. In multiple inheritance (mixin) approach if you decide to expand your hierarchy with "Protector" and say that boss can be simple Boss, ShootingBoss, ProtectingBoss, ShootingProtectingBoss, and later expand it ufrther with Сoward (Boss, ShootingBoss, ProtectingBoss, ShootingProtectingBoss, CowardBoss, CowardShootingBoss, CowardProtectingBoss, CowardShootingProtectingBoss) - you see your hierarchy explodes. This is when you need to switch to role playing model, where object will simply have to accept new role Coward. But until you are sure that you need it - stick with mixin classes.
Below is hierarchy sketch for role playing lcases:
class IRole
{
// some very basic common interface here
public:
virtual ~IRole() {}
};
class IBoss : public IRole
{
};
class IShooter : public IRole
{
};
class IProtector : public IRole
{
};
class MultifunctionalPerson
{
public:
bool AcceptRole(IRole* pRole); // pass some concrete role here
IRole* GetRole(int roleID);
};
// your clinet will be using it like that
MultifunctionalPerson& clPerson = ... (coming from somewhere);
// dynamic_cast below may be replaced with static_cast if you are sure
// that role at PROTECTOR_ROLE location is guaranteed to be of IProtector type or NULL
IProtector* pProtector = dynamic_cast<IProtector*>(clPerson.GetRole(PROTECTOR_ROLE));
if( 0 != pProtector )
{
pProtector->DoSomething();
}
Unlike protected inheritance, C++ private inheritance found its way into mainstream C++ development. However, I still haven't found a good use for it.
When do you guys use it?
I use it all the time. A few examples off the top of my head:
When I want to expose some but not all of a base class's interface. Public inheritance would be a lie, as Liskov substitutability is broken, whereas composition would mean writing a bunch of forwarding functions.
When I want to derive from a concrete class without a virtual destructor. Public inheritance would invite clients to delete through a pointer-to-base, invoking undefined behaviour.
A typical example is deriving privately from an STL container:
class MyVector : private vector<int>
{
public:
// Using declarations expose the few functions my clients need
// without a load of forwarding functions.
using vector<int>::push_back;
// etc...
};
When implementing the Adapter Pattern, inheriting privately from the Adapted class saves having to forward to an enclosed instance.
To implement a private interface. This comes up often with the Observer Pattern. Typically my Observer class, MyClass say, subscribes itself with some Subject. Then, only MyClass needs to do the MyClass -> Observer conversion. The rest of the system doesn't need to know about it, so private inheritance is indicated.
Note after answer acceptance: This is NOT a complete answer. Read other answers like here (conceptually) and here (both theoretic and practic) if you are interested in the question. This is just a fancy trick that can be achieved with private inheritance. While it is fancy it is not the answer to the question.
Besides the basic usage of just private inheritance shown in the C++ FAQ (linked in other's comments) you can use a combination of private and virtual inheritance to seal a class (in .NET terminology) or to make a class final (in Java terminology). This is not a common use, but anyway I found it interesting:
class ClassSealer {
private:
friend class Sealed;
ClassSealer() {}
};
class Sealed : private virtual ClassSealer
{
// ...
};
class FailsToDerive : public Sealed
{
// Cannot be instantiated
};
Sealed can be instantiated. It derives from ClassSealer and can call the private constructor directly as it is a friend.
FailsToDerive won't compile as it must call the ClassSealer constructor directly (virtual inheritance requirement), but it cannot as it is private in the Sealed class and in this case FailsToDerive is not a friend of ClassSealer.
EDIT
It was mentioned in the comments that this could not be made generic at the time using CRTP. The C++11 standard removes that limitation by providing a different syntax to befriend template arguments:
template <typename T>
class Seal {
friend T; // not: friend class T!!!
Seal() {}
};
class Sealed : private virtual Seal<Sealed> // ...
Of course this is all moot, since C++11 provides a final contextual keyword for exactly this purpose:
class Sealed final // ...
The canonical usage of private inheritance is the "implemented in terms of" relationship (thanks to Scott Meyers' 'Effective C++' for this wording). In other words, the external interface of the inheriting class has no (visible) relationship to the inherited class, but it uses it internally to implement its functionality.
One useful use of private inheritence is when you have a class that implements an interface, that is then registered with some other object. You make that interface private so that the class itself has to register and only the specific object that its registered with can use those functions.
For example:
class FooInterface
{
public:
virtual void DoSomething() = 0;
};
class FooUser
{
public:
bool RegisterFooInterface(FooInterface* aInterface);
};
class FooImplementer : private FooInterface
{
public:
explicit FooImplementer(FooUser& aUser)
{
aUser.RegisterFooInterface(this);
}
private:
virtual void DoSomething() { ... }
};
Therefore the FooUser class can call the private methods of FooImplementer through the FooInterface interface, while other external classes cannot. This is a great pattern for handling specific callbacks that are defined as interfaces.
I think the critical section from the C++ FAQ Lite is:
A legitimate, long-term use for private inheritance is when you want to build a class Fred that uses code in a class Wilma, and the code from class Wilma needs to invoke member functions from your new class, Fred. In this case, Fred calls non-virtuals in Wilma, and Wilma calls (usually pure virtuals) in itself, which are overridden by Fred. This would be much harder to do with composition.
If in doubt, you should prefer composition over private inheritance.
I find it useful for interfaces (viz. abstract classes) that I'm inheriting where I don't want other code to touch the interface (only the inheriting class).
[edited in an example]
Take the example linked to above. Saying that
[...] class Wilma needs to invoke member functions from your new class, Fred.
is to say that Wilma is requiring Fred to be able to invoke certain member functions, or, rather it is saying that Wilma is an interface. Hence, as mentioned in the example
private inheritance isn't evil; it's just more expensive to maintain, since it increases the probability that someone will change something that will break your code.
comments on the desired effect of programmers needing to meet our interface requirements, or breaking the code. And, since fredCallsWilma() is protected only friends and derived classes can touch it i.e. an inherited interface (abstract class) that only the inheriting class can touch (and friends).
[edited in another example]
This page briefly discusses private interfaces (from yet another angle).
Sometimes I find it useful to use private inheritance when I want to expose a smaller interface (e.g. a collection) in the interface of another, where the collection implementation requires access to the state of the exposing class, in a similar manner to inner classes in Java.
class BigClass;
struct SomeCollection
{
iterator begin();
iterator end();
};
class BigClass : private SomeCollection
{
friend struct SomeCollection;
SomeCollection &GetThings() { return *this; }
};
Then if SomeCollection needs to access BigClass, it can static_cast<BigClass *>(this). No need to have an extra data member taking up space.
Private Inheritance to be used when relation is not "is a", But New class can be "implemented in term of existing class" or new class "work like" existing class.
example from "C++ coding standards by Andrei Alexandrescu, Herb Sutter" :-
Consider that two classes Square and Rectangle each have virtual functions for setting their height and width. Then Square cannot correctly inherit from Rectangle, because code that uses a modifiable Rectangle will assume that SetWidth does not change the height (whether Rectangle explicitly documents that contract or not), whereas Square::SetWidth cannot preserve that contract and its own squareness invariant at the same time. But Rectangle cannot correctly inherit from Square either, if clients of Square assume for example that a Square's area is its width squared, or if they rely on some other property that doesn't hold for Rectangles.
A square "is-a" rectangle (mathematically) but a Square is not a Rectangle (behaviorally). Consequently, instead of "is-a," we prefer to say "works-like-a" (or, if you prefer, "usable-as-a") to make the description less prone to misunderstanding.
I found a nice application for private inheritance, although it has a limited usage.
Problem to solve
Suppose you are given the following C API:
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
/* raw owning pointer, it's C after all */
char const * name;
/* more variables that need resources
* ...
*/
} Widget;
Widget const * loadWidget();
void freeWidget(Widget const * widget);
#ifdef __cplusplus
} // end of extern "C"
#endif
Now your job is to implement this API using C++.
C-ish approach
Of course we could choose a C-ish implementation style like so:
Widget const * loadWidget()
{
auto result = std::make_unique<Widget>();
result->name = strdup("The Widget name");
// More similar assignments here
return result.release();
}
void freeWidget(Widget const * const widget)
{
free(result->name);
// More similar manual freeing of resources
delete widget;
}
But there are several disadvantages:
Manual resource (e.g. memory) management
It is easy to set up the struct wrong
It is easy to forget freeing the resources when freeing the struct
It is C-ish
C++ Approach
We are allowed to use C++, so why not use its full powers?
Introducing automated resource management
The above problems are basically all tied to the manual resource management. The solution that comes to mind is to inherit from Widget and add a resource managing instance to the derived class WidgetImpl for each variable:
class WidgetImpl : public Widget
{
public:
// Added bonus, Widget's members get default initialized
WidgetImpl()
: Widget()
{}
void setName(std::string newName)
{
m_nameResource = std::move(newName);
name = m_nameResource.c_str();
}
// More similar setters to follow
private:
std::string m_nameResource;
};
This simplifies the implementation to the following:
Widget const * loadWidget()
{
auto result = std::make_unique<WidgetImpl>();
result->setName("The Widget name");
// More similar setters here
return result.release();
}
void freeWidget(Widget const * const widget)
{
// No virtual destructor in the base class, thus static_cast must be used
delete static_cast<WidgetImpl const *>(widget);
}
Like this we remedied all the above problems. But a client can still forget about the setters of WidgetImpl and assign to the Widget members directly.
Private inheritance enters the stage
To encapsulate the Widget members we use private inheritance. Sadly we now need two extra functions to cast between both classes:
class WidgetImpl : private Widget
{
public:
WidgetImpl()
: Widget()
{}
void setName(std::string newName)
{
m_nameResource = std::move(newName);
name = m_nameResource.c_str();
}
// More similar setters to follow
Widget const * toWidget() const
{
return static_cast<Widget const *>(this);
}
static void deleteWidget(Widget const * const widget)
{
delete static_cast<WidgetImpl const *>(widget);
}
private:
std::string m_nameResource;
};
This makes the following adaptions necessary:
Widget const * loadWidget()
{
auto widgetImpl = std::make_unique<WidgetImpl>();
widgetImpl->setName("The Widget name");
// More similar setters here
auto const result = widgetImpl->toWidget();
widgetImpl.release();
return result;
}
void freeWidget(Widget const * const widget)
{
WidgetImpl::deleteWidget(widget);
}
This solution solves all the problems. No manual memory management and Widget is nicely encapsulated so that WidgetImpl does not have any public data members anymore. It makes the implementation easy to use correctly and hard (impossible?) to use wrong.
The code snippets form a compiling example on Coliru.
If you need a std::ostream with some small changes (like in this question) you may need to
Create a class MyStreambuf which derives from std::streambuf and implement changes there
Create a class MyOStream which derives from std::ostream that also initializes and manages an instance of MyStreambuf and passes the pointer to that instance to the constructor of std::ostream
The first idea might be to add the MyStream instance as a data member to the MyOStream class:
class MyOStream : public std::ostream
{
public:
MyOStream()
: std::basic_ostream{ &m_buf }
, m_buf{}
{}
private:
MyStreambuf m_buf;
};
But base classes are constructed before any data members so you are passing a pointer to a not yet constructed std::streambuf instance to std::ostream which is undefined behavior.
The solution is proposed in Ben's answer to the aforementioned question, simply inherit from the stream buffer first, then from the stream and then initialize the stream with this:
class MyOStream : public MyStreamBuf, public std::ostream
{
public:
MyOStream()
: MyStreamBuf{}
, basic_ostream{ this }
{}
};
However the resulting class could also be used as a std::streambuf instance which is usually undesired. Switching to private inheritance solves this problem:
class MyOStream : private MyStreamBuf, public std::ostream
{
public:
MyOStream()
: MyStreamBuf{}
, basic_ostream{ this }
{}
};
If derived class
- needs to reuse code and
- you can't change base class and
- is protecting its methods using base's members under a lock.
then you should use private inheritance, otherwise you have danger of unlocked base methods exported via this derived class.
Sometimes it could be an alternative to aggregation, for example if you want aggregation but with changed behaviour of aggregable entity (overriding the virtual functions).
But you're right, it has not many examples from the real world.
A class holds an invariant. The invariant is established by the constructor. However, in many situations it's useful to have a view of the representation state of the object (which you can transmit over network or save to a file - DTO if you prefer). REST is best done in terms of an AggregateType. This is especially true if you're const correct. Consider:
struct QuadraticEquationState {
const double a;
const double b;
const double c;
// named ctors so aggregate construction is available,
// which is the default usage pattern
// add your favourite ctors - throwing, try, cps
static QuadraticEquationState read(std::istream& is);
static std::optional<QuadraticEquationState> try_read(std::istream& is);
template<typename Then, typename Else>
static std::common_type<
decltype(std::declval<Then>()(std::declval<QuadraticEquationState>()),
decltype(std::declval<Else>()())>::type // this is just then(qes) or els(qes)
if_read(std::istream& is, Then then, Else els);
};
// this works with QuadraticEquation as well by default
std::ostream& operator<<(std::ostream& os, const QuadraticEquationState& qes);
// no operator>> as we're const correct.
// we _might_ (not necessarily want) operator>> for optional<qes>
std::istream& operator>>(std::istream& is, std::optional<QuadraticEquationState>);
struct QuadraticEquationCache {
mutable std::optional<double> determinant_cache;
mutable std::optional<double> x1_cache;
mutable std::optional<double> x2_cache;
mutable std::optional<double> sum_of_x12_cache;
};
class QuadraticEquation : public QuadraticEquationState, // private if base is non-const
private QuadraticEquationCache {
public:
QuadraticEquation(QuadraticEquationState); // in general, might throw
QuadraticEquation(const double a, const double b, const double c);
QuadraticEquation(const std::string& str);
QuadraticEquation(const ExpressionTree& str); // might throw
}
At this point, you might just store collections of cache in containers and look it up on construction. Handy if there's some real processing. Note that cache is part of the QE: operations defined on the QE might mean the cache is partially reusable (e.g., c does not affect the sum); yet, when there's no cache, it's worth to look it up.
Private inheritance can almost always modelled by a member (storing reference to the base if needed). It's just not always worth it to model that way; sometimes inheritance is the most efficient representation.
Just because C++ has a feature, doesn't mean it's useful or that it should be used.
I'd say you shouldn't use it at all.
If you're using it anyway, well, you're basically violating encapsulation, and lowering cohesion. You're putting data in one class, and adding methods that manipulates the data in another one.
Like other C++ features, it can be used to achieve side effects such as sealing a class (as mentioned in dribeas' answer), but this doesn't make it a good feature.