How to declare function which must be implemented and not virtual? - c++

I'm using class to declare interface. I just want to define method signature. This method must be implemented in any non-abstract subclass. I don't need method to be virtual. This is default behaviour in C# BTW (i came from C#/Java world)
However it seems in C++ it is not possible. I either declare method in regular way
void Foo::Method()
and then it is not mandatory to implement it or declare method as "pure virtual"
void virtual Foo::Method() = 0;
and then method become virtual, but I want to avoid this to save performance a little bit.
It seems I want to have something like that
void Foo::Method() = 0;
but that would be compilation error

if you're planning on using the derived class from template code, i.e. compile time polymorphism, then you only need to document the expected signature
the code using a derived class simply won't compile and link if the used function isn't implemented
otherwise, for runtime polymorphism it needs to be virtual, or else it won't be called

I believe that you might be confused with regard to how C# version works:
class A {
public void NonVirt() { Console.Out.WriteLine("A:NonVirt"); }
public virtual void Virt() { Console.Out.WriteLine("A:Virt"); }
}
class B : A {
public void NonVirt() { Console.Out.WriteLine("B:NonVirt"); }
public override void Virt() { Console.Out.WriteLine("B:Virt"); }
}
class Program {
static void Main(string[] args) {
A x = new B();
x.NonVirt();
x.Virt();
}
}
This will output
A:NonVirt
B:Virt
So even in C#, you need to make method virtual if you want to call the derived implementation.
If method must be implemented in all non-abstract subclasses this means that you need to call them through base class pointer. This in turn means that you need to make them virtual, same as in C# (and likely in Java, but I am not sure)
Btw, price of virtual call is a few nanoseconds on modern CPUs, so I am not sure if it is worth it but lets say that it is.
If you want to avoid the cost of virtual call, you should use compile time polymorphism via templates

There is no notion of interface in C++. The only way to achieve your goal is to create a base class defining as virtual and = 0 all the methods which must be actually defined in subclasses.
class IBase {
// ...
virtual void f1() = 0;
// ....
}
That class will be virtual pure if all methods are defined like f1, which is the closest to an interface you can get.
The concept of interface in Java is a bit like a contract with regard to classes implementing it. The compiler enforces the constraints of the contract by checking the content of the implementors. This notion of contract or explicit structural subtyping does not exist formally in C++.
However, you can manually verify that such constraints are respected by defining a template wich will expect as a parameter a class with the defined methods or attributes, and using that template on the classes to be verified. This could be considered a form of unit testing I suppose.

Related

trouble understanding dynamic polymorphism

i'm new to c++, i'm learning dynamic polymorphism. But i'm getting really confused in the details. can anyone explain why we use virtual, override and use pure virtual functions even though we can just overload methods??
Thanks
Look at this code:
class Base
{
public:
void my_method() { std::cout << "base" << std::endl; }
};
class Derived : public Base
{
public:
void my_method() { std::cout << "derived" << std::endl; }
};
int main()
{
Base* object = new Derived;
object->my_method();
delete object;
return 0;
}
Implemented: http://www.cpp.sh/4z4p
The output of this is "base", despite object being constructed as Derived. Add a virtual in front of Base::my_method and this changes. Add an override to Derived::my_method and it won't compile should it not actually override.
Note that while here things are easy and clear, later on you have more complicated cases and you might think that you override while you actually don't. For example, you might change the signature of the method in the base class while forgetting to change it in the subclass, or the other way around.
Pure virtual methods are to show that something is to be implemented. The idea is that you create an interface which only determines what a set of classes is supposed being able to do but which does not do anything by itself. A pure virtual class, that is. In Java, interface is actually be a keyword on it's own.
If your base has a pure virtual method and your subclass does not implement it, your compiler will result in error, which is useful.
One thing not in your list but still somewhat useful is the keyword final with which you disallow deriving a class, essentially the opposite of an interface.
overloading functions means having the same function name with a different signature - i.e. different parameters and/or return type.
int test(int a)
void test();
here, int test(int a) is an overload of void test().
virtual only exists in the context of inheritance. it means "Hey, this function can be overriden in subclasses".
override is just a hint that you actually intend to override a virtual function.
pure virtual functions look like this:
void virtualFunction() = 0;
and means that this function is abstract (in C# and Java terms), i.e. it does not contain an implementation in this class, but is meant to be overriden in one of it's subclasses. Infact you cannot instantiate a class with a non-overriden pure virtual function.

Force all classes to implement / override a 'pure virtual' method in multi-level inheritance hierarchy

In C++ why the pure virtual method mandates its compulsory overriding only to its immediate children (for object creation), but not to the grand children and so on ?
struct B {
virtual void foo () = 0;
};
struct D : B {
virtual void foo () { ... };
};
struct DD : D {
// ok! ... if 'B::foo' is not overridden; it will use 'D::foo' implicitly
};
I don't see any big deal in leaving this feature out.
For example, at language design point of view, it could have been possible that, struct DD is allowed to use D::foo only if it has some explicit statement like using D::foo;. Otherwise it has to override foo compulsory.
Is there any practical way of having this effect in C++?
I found one mechanism, where at least we are prompted to announce the overridden method explicitly. It's not the perfect way though.
Suppose, we have few pure virtual methods in the base class B:
class B {
virtual void foo () = 0;
virtual void bar (int) = 0;
};
Among them, suppose we want only foo() to be overridden by the whole hierarchy. For simplicity, we have to have a virtual base class, which contains that particular method. It has a template constructor, which just accepts the type same as that method.
class Register_foo {
virtual void foo () = 0; // declare here
template<typename T> // this matches the signature of 'foo'
Register_foo (void (T::*)()) {}
};
class B : public virtual Register_foo { // <---- virtual inheritance
virtual void bar (int) = 0;
Base () : Register_foo(&Base::foo) {} // <--- explicitly pass the function name
};
Every subsequent child class in the hierarchy would have to register a foo inside its every constructor explicitly. e.g.:
struct D : B {
D () : Register_foo(&D::foo) {}
virtual void foo () {};
};
This registration mechanism has nothing to do with the business logic. Though, the child class can choose to register using its own foo or its parent's foo or even some similar syntax method, but at least that is announced explicitly.
In your example, you have not declared D::foo pure; that is why it does not need to be overridden. If you want to require that it be overridden again, then declare it pure.
If you want to be able to instantiate D, but force any further derived classes to override foo, then you can't. However, you could derive yet another class from D that redeclares it pure, and then classes derived from that must override it again.
What you're basically asking for is to require that the most derived
class implement the functiom. And my question is: why? About the only
time I can imagine this to be relevant is a function like clone() or
another(), which returns a new instance of the same type. And that's
what you really want to enforce, that the new instance has the same
type; even there, where the function is actually implemented is
irrelevant. And you can enforce that:
class Base
{
virtual Base* doClone() const = 0;
public:
Base* clone() const
{
Base* results = doClone();
assert( typeid(*results) == typeid(*this) );
return results;
}
}
(In practice, I've never found people forgetting to override clone to
be a real problem, so I've never bothered with something like the above.
It's a generally useful technique, however, anytime you want to enforce
post-conditions.)
A pure virtual means that to be instantiated, the pure virtual must be overridden in some descendant of the class that declares the pure virtual function. That can be in the class being instantiated or any intermediate class between the base that declares the pure virtual, and the one being instantiated.
It's still possible, however, to have intermediate classes that derive from one with a pure virtual without overriding that pure virtual. Like the class that declares the pure virtual, those classes can only be used as based classes; you can't create instances of those classes, only of classes that derive from them, in which every pure virtual has been implemented.
As far as requiring that a descendant override a virtual, even if an intermediate class has already done so, the answer is no, C++ doesn't provide anything that's at least intended to do that. It almost seems like you might be able to hack something together using multiple (probably virtual) inheritance so the implementation in the intermediate class would be present but attempting to use it would be ambiguous, but I haven't thought that through enough to be sure how (or if) it would work -- and even if it did, it would only do its trick when trying to call the function in question, not just instantiate an object.
Is there any practical way of having this effect in C++?
No, and for good reason. Imagine maintenance in a large project if this were part of the standard. Some base class or intermediate base class needs to add some public interface, an abstract interface. Now, every single child and grandchild thereof would need to changed and recompiled (even if it were as simple as adding using D::foo() as you suggested), you probably see where this is heading, hells kitchen.
If you really want to enforce implementation you can force implementation of some other pure virtual in the child class(s). This can also be done using the CRTP pattern as well.

Overriding methods in C++

Sometimes I accidentally forget to call the superclass's method in C++ when I override a method.
Is there any way to help figure out when I'm overriding a method with, so that I don't forget to call the superclass's method? (Something like Java's #Override, except that C++ doesn't have annotations...)
One suggestion is the Non-Virtual Inferface Idiom. I.e., make your public methods non-virtual and have them call private or protected virtual methods that derived classes can override to implement their specific behavior.
If you don't have control over the base class, you could perhaps use an intermediate class:
class Foo // Don't control this one
{
public:
virtual void action();
};
class Bar : public Foo // Intermediate base class
{
public:
virtual void action()
{
doAction();
Foo::action();
}
protected:
virtual void doAction() = 0;
};
Derive your classes from Bar and override doAction() on each. You could even have doBeforeAction() and doAfterAction() if necessary.
With regards to Java's #Override, there is a direct equivalent in C++11, namely the override special identifier.
Sadly, neither #Override nor override solve the problem since: (a) they're optional; (b) the responsibility of calling the base class's method still rests with the programmer.
Furthermore, I don't know of any widely available method that would address the problem (it's quite tricky, esp. given that you don't necessarily want to call the base class's method -- how is the machine to know?).
Unfortunately Í'm not aware of a common mechanism to do this.
In C++ if you're needing to use the base class's functionality in addition to added child functionality you should look at the template method pattern. This way the common logic always lives in the base class and there's no way to forget to execute it, and you override in the child only the piece you need to change.

Private method in a C++ interface?

Why would I want to define a C++ interface that contains private methods?
Even in the case where the methods in the public scope will technically suppose to act like template methods that use the private methods upon the interface implementation, even so, we're telling the technical specs. right from the interface.
Isn't this a deviation from the original usage of an interface, ie a public contract between the outside and the interior?
You could also define a friend class, which will make use of some private methods from our class, and so force implementation through the interface. This could be an argument.
What other arguments are for defining a private methods within an interface in C++?
The common OO view is that an interface establishes a single contract that defines how objects that conform to that interface are used and how they behave. The NVI idiom or pattern, I never know when one becomes the other, proposes a change in that mentality by dividing the interface into two separate contracts:
how the interface is to be used
what deriving classes must offer
This is in some sense particular to C++ (in fact to any language with multiple inheritance), where the interface can in fact contain code that adapts from the outer interface --how users see me-- and the inner interface --how I am implemented.
This can be useful in different cases, first when the behavior is common but can be parametrized in only specific ways, with a common algorithm skeleton. Then the algorithm can be implemented in the base class and the extension points in derived elements. In languages without multiple inheritance this has to be implemented by splitting into a class that implements the algorithm based in some parameters that comply with a different 'private' interface. I am using here 'private' in the sense that only your class will use that interface.
The second common usage is that by using the NVI idiom, it is simple to instrument the code by only modifying at the base level:
class Base {
public:
void foo() {
foo_impl();
}
private:
virtual void foo_impl() = 0;
};
The extra cost of having to write the dispatcher foo() { foo_impl(); } is rather small and it allows you to later add a locking mechanism if you convert the code into a multithreaded application, add logging to each call, or a timer to verify how much different implementations take in each function... Since the actual method that is implemented in derived classes is private at this level, you are guaranteed that all polymorphic calls can be instrumented at a single point: the base (this does not block extending classes from making foo_impl public thought)
void Base::foo() {
scoped_log log( "calling foo" ); // we can add traces
lock l(mutex); // thread safety
foo_impl();
}
If the virtual methods were public, then you could not intercept all calls to the methods and would have to add that logging and thread safety to all the derived classes that implement the interface.
You can declare a private virtual method whose purpose is to be derivated. Example :
class CharacterDrawer {
public:
virtual ~CharacterDrawer() = 0;
// draws the character after calling getPosition(), getAnimation(), etc.
void draw(GraphicsContext&);
// other methods
void setLightPosition(const Vector&);
enum Animation {
...
};
private:
virtual Vector getPosition() = 0;
virtual Quaternion getRotation() = 0;
virtual Animation getAnimation() = 0;
virtual float getAnimationPercent() = 0;
};
This object can provide drawing utility for a character, but has to be derivated by an object which provides movement, animation handling, etc.
The advantage of doing like this instead of provinding "setPosition", "setAnimation", etc. is that you don't have to "push" the value at each frame, instead you "pull" it.
I think this can be considered as an interface since these methods have nothing to do with actual implementation of all the drawing-related stuff.
Why would I want to define a C++
interface that contains private
methods?
The question is a bit ambiguous/contradictory: if you define (purely) an interface, that means you define the public access of anything that connects to it. In that sense, you do not define an interface that contains private methods.
I think your question comes from confusing an abstract base class with an interface (please correct me if I'm wrong).
An abstract base class can be a partial (or even complete) functionality implementation, that has at least an abstract member. In this case, it makes as much sense to have private members as it makes for any other class.
In practice it is rarely needed to have pure virtual base classes with no implementation at all (i.e. base classes that only define a list of pure virtual functions and nothing else). One case where that is required is COM/DCOM/XPCOM programming (and there are others). In most cases though it makes sense to add some private implementation to your abstract base class.
In a template method implementation, it can be used to add a specialization constraint: you can't call the virtual method of the base class from the derived class (otherwise, the method would be declared as protected in the base class):
class Base
{
private:
virtual void V() { /*some logic here, not accessible directly from Derived*/}
};
class Derived: public Base
{
private:
virtual void V()
{
Base::V(); // Not allowed: Base::V is not visible from Derived
}
};

static abstract methods in c++

I have an abstract base class
class IThingy
{
virtual void method1() = 0;
virtual void method2() = 0;
};
I want to say - "all classes providing a concrete instantiation must provide these static methods too"
I am tempted to do
class IThingy
{
virtual void method1() = 0;
virtual void method2() = 0;
static virtual IThingy Factory() = 0;
};
I know that doesnt compile, and anyway its not clear how to use it even if it did compile. And anyway I can just do
Concrete::Factory(); // concrete is implementation of ITHingy
without mentioning Factory in the base class at all.
But I feel there should be some way of expressing the contract I want the implementations to sign up to.
Is there a well known idiom for this? Or do I just put it in comments? Maybe I should not be trying to force this anyway
Edit: I could feel myself being vague as I typed the question. I just felt there should be some way to express it. Igor gives an elegant answer but in fact it shows that really it doesn't help. I still end up having to do
IThingy *p;
if(..)
p = new Cl1();
else if(..)
p = new Cl2();
else if(..)
p = new Cl3();
etc.
I guess reflective languages like c#, python or java could offer a better solution
The problem that you are having is partly to do with a slight violation a single responsibility principle. You were trying to enforce the object creation through the interface. The interface should instead be more pure and only contain methods that are integral to what the interface is supposed to do.
Instead, you can take the creation out of the interface (the desired virtual static method) and put it into a factory class.
Here is a simple factory implementation that forces a factory method on a derived class.
template <class TClass, class TInterface>
class Factory {
public:
static TInterface* Create(){return TClass::CreateInternal();}
};
struct IThingy {
virtual void Method1() = 0;
};
class Thingy :
public Factory<Thingy, IThingy>,
public IThingy {
//Note the private constructor, forces creation through a factory method
Thingy(){}
public:
virtual void Method1(){}
//Actual factory method that performs work.
static Thingy* CreateInternal() {return new Thingy();}
};
Usage:
//Thingy thingy; //error C2248: 'Thingy::Thingy' : cannot access private member declared in class 'Thingy'
IThingy* ithingy = Thingy::Create(); //OK
By derinving from Factory<TClass, TInterface>, the derived class is forced to have a CreateInternal method by the compiler. Not deifining it will result in an error like this:
error C2039: 'CreateInternal' : is not
a member of 'Thingy'
There is no sure way to prescribe such a contract in C++, as there is also no way to use this kind of polymorphism, since the line
Concrete::Factory()
is always a static compile-time thing, that is, you cannot write this line where Concrete would be a yet unknown client-provided class.
You can make clients implement this kind of "contract" by making it more convenient than not providing it. For example, you could use CRTP:
class IThingy {...};
template <class Derived>
class AThingy : public IThingy
{
public:
AThingy() { &Derived::Factory; } // this will fail if there is no Derived::Factory
};
and tell the clients to derived from AThingy<their_class_name> (you could enforce this with constructor visibility tweaking, but you cannot ensure the clients don't lie about their_class_name).
Or you could use the classic solution, create a separate hierarchy of factory classes and ask the clients to provide their ConcreteFactory object to your API.
Static methods cannot be made virtual (or abstract, for that matter) in C++.
To do what you're intending, you can have have an IThingy::factory method that returns a concrete instance, but you need to somehow provide a means for factory to create the instance. For instance, define a method signature like IThing* (thingy_constructor*)() and have a static call in IThingy that you can pass such a function to that defines how IThingy will construct the factory instance. Then, in a dependent library or class, you can call this method with an appropriate function that, in turn, nows how to properly construct an object implementing your interface.
Supposing you haven't had your factory 'initializer' called, you'd want to take appropriate action, such as throwing an exception.