WinRT inheritance and common code - c++

I want to extract common code from a few WinRT components to one base class so I don't need to copy&past it. I have the following base class:
[Windows::Foundation::Metadata::WebHostHidden]
ref class ExpandableView : public Windows::UI::Xaml::DependencyObject
{
public:
static void onIsExpandedChanged(Windows::UI::Xaml::DependencyObject^ object,
Windows::UI::Xaml::DependencyPropertyChangedEventArgs^ arguments);
public:
property bool IsExpanded
{
bool get(){return (bool)GetValue(IsExpandedProperty);}
void set(bool value){SetValue(IsExpandedProperty, value);}
}
static property Windows::UI::Xaml::DependencyProperty^ IsExpandedProperty
{
Windows::UI::Xaml::DependencyProperty^ get(){return _IsExpandedProperty;}
}
protected:
ExpandableView();
virtual void viewExpanded();
virtual void viewCollapsed();
private:
void _expand();
void _collapse();
private:
static Windows::UI::Xaml::DependencyProperty^ _IsExpandedProperty;
};
And I create a few User Controls which should be somehow inherited from this base class. And it is not possible to do it the way I want because winrt class can inherit only one ref class and other should be interfaces. But I need this very class which has dependency property which has some logic when it is set and I don't want to copy&past this property across all my classes.
So the question is: how to achieve it with WinRT?

Have you tried using a template and inheritance of the specific class needed:
template<typename BaseClass>
ref class ExpandableView : public BaseClass;
Now the subclasses reusing ExpandableView can inherit whatever they need, not only Windows::UI::Xaml::DependencyObject.

Related

Factory pattern for child classes with changing parameter/ return types in virtual functions

I would like to write a factory for classes which essentially only differ in the type of message they process, but otherwise are completely the same. I thought about writing a child class and let them inherit from it to have a common ancestor. Since the message types the children have to handle differ, I thought about using a template class as common ancestor, pretty much like in the following example.
template <typename T>
class Parent
{
public:
virtual void Set(T message);
virtual T Get();
}
class ChildA : public Parent<MessageType_A>
{
public:
void Set( MessageType_A message);
MessageType_A Get();
private:
MessageType_A mMessage;
}
class ChildB : public Parent<MessageType_B>
{
public:
void Set( MessageType_B message);
MessageType_B Get();
private:
MessageType_B mMessage;
}
However, due to the template in the parent, I don't have a common base class to use for the factory and can't think of a way to solve the problem.
I was thinking of using std::any, unions or variants but these introduce only more obstacles to my problem instead of solving them.
Would anyone have an idea of how I could create a factory with my described requirements?
Different instantiations of Parent are different unrelated types.
I thought about using a template class as common ancestor
There is no common ancestor to ChildA and ChildB. One inherits from Parent<MessageType_A> the other from Parent<MessageType_B>.
Reconsider if you can make all ChildX have a common interface. Just as an example, consider the messages are read from an istream and written to an ostream, then a common interface could look like this:
struct Common {
virtual void In(std::istream&) = 0;
virtual void Out(std::ostream&) = 0;
};
Parent would then be
template <typename T>
class Parent : public Common
{
public:
void In(std::istream& in) {
T t;
in >> t;
Set(t);
}
void Out(std::ostream& out) {
out << Get();
}
protected:
virtual void Set(T message);
virtual T Get();
}
Now you can inherit different ChildX from different Parent<T> and they all have a common ancestor Common.

Classes design with virtual methods

How would someone solve such a problem with classes and type as least as possible code?
Here is what I have
Base interface for everything
class IWindow
{
public:
virtual void Refresh() = 0;
// another 100 virtual methods
// ...
};
This interface is used inside a library that has no idea about the concrete implementation.
Here is a version of the concrete implementation
class ConcreteWindow : public IWindow
{
public:
void Refresh() override {}
/// the other 100 overridden methods
};
Now we have another interface that adds some additional methods and also used inside that library.
class IDBDetail : public IWindow
{
public:
virtual void DoDetail() = 0;
};
and here is the main problem, when we create the concrete inmplementation for it
class IGDBDetailWrapper : public IDBDetail, public ConcreteWindow
{
public :
void DoDetail() {}
};
of course the concrete class IGDBDetailWrapper is abstract as well because it doesn't implement those 100 methods, but I don't wanna do that, I'd like just to reuse the implementation from ConcreteWindow, they are all working with the same window handle but this won't compile of course.
I can copy/paste those 100 methods from ConcreteWindow into IGDBDetailWrapper, but that's an overkill, cause I might have another 10 such new interfaces and concrete implementations.
What other pattern can I use here that would help solve the question and not re-implement those 100 methods again and again?
Thx
Your design is running into diamond problem.
Now we have another interface that adds some additional methods and
also used inside that library.
class IDBDetail : public IWindow {
public:
virtual void DoDetail() = 0;
};
From the description of your IDBDetail interface looks like IDBDetail should not inherit from IWindow. If its just about adding additional functionality then IDBDetail need not be a IWindow. It just needs to understand the IWindow. For example in order to make a monkey do a special things, a trainer need not be a monkey.
Decorator pattern may be what you are looking for.
First, if you are using Visual Studio there are refactoring tools that can help you with that automating what could be otherwise a tedious task, second:
To me is much pointless doing the same:
class IDBDetail : public IWindow
{
public:
virtual void DoDetail() = 0;
};
I would do that instead
class IDBDetail
{
public:
virtual void DoDetail() = 0;
};
Interfaces should be used to abstract away responsibilities, so cluttering a Interface with already hundreds of methods with additional methods is a symptom of bad design.
However you could leverage composition one time for all, so you create one time a class that resolve the problem for your, and you can later reuse that
class IDBDetailWithConcreteWindow: public IDBDetail{
IWindow * concreteWindow;
public:
IDBDetailWithConcreteWindow(IWindow * window){
concreteWindow = window;
}
void Refresh() override{
concreteWindow->Refresh();
}
}
And finally in any derived class you have just to implement methods from IDBDetail
IGDBDetailWrapper: public IDBDetailWithConcreteWindow{
public:
void DoDetail() override { }
}
The advantage with this solution is that if you have external constraints (like a bad designed pre-existing code base) you can still use it, while the upper solution will not work if you cannot change the IDBDetail interface.
#bashrc is right, but it should be possible to solve the problem with virtual inheritance:
class ConcreteWindow : public virtual IWindow {...}
class IDBDetail : public virtual IWindow {...}
This Wikipedia article on virtual inheritance states the solution as well.
You can use virtual inheritance. If we ignore fact should IDBDetail inherit from IWindow or not, we could use virtual inheritance to solve problem with current architecture:
class IWindow
{
public:
virtual void Refresh() = 0;
// another 100 virtual methods
// ...
};
class ConcreteWindow : virtual public IWindow
{
public:
void Refresh() override {}
/// the other 100 overridden methods
};
class IDBDetail : virtual public IWindow
{
public:
virtual void DoDetail() = 0;
};
class IGDBDetailWrapper : public IDBDetail, public ConcreteWindow
{
public :
void DoDetail() {}
};
Now compiler will use implementation for your 101 abstract method from ConcreteWindow
You have to override all the methods in abstract class, there is no other way. Actually you shouldn't create an abstract class of 100 methods here and that's it. Perhaps You can divide it in some smaller abstract classes? However, in this case IDBDetail should not inherit after IWindow and IGBDDetailWrapper also shouldn't inherit after IWindow - and we are here.
It will not solve your problem, but at least you can redirect execution yourself:
class IGDBDetailWrapper : public IDBDetail, public ConcreteWindow
{
public:
virtual void DoDetail() override { /*work here*/ }
virtual void Refresh() override { ConcreteWindow::Refresh(); }
//another 100 methods
};
You can make the block of such redirections as a compiler #DEFINE and repeat it as many times as you want.

Contravariant types and extensibility

I'm writing a C++ library for optimization, and I've encountered a curious issue with contra-variant types.
So, I define a hierarchy of "functions", based on what information they can compute.
class Function {
public:
double value()=0;
}
class DifferentiableFunction : public Function {
public:
const double* gradient()=0;
}
class TwiceDifferentiableFunction : public DifferentiableFunction {
public:
const double* hessian()=0;
}
Which is all well and good, but now I want to define interfaces for the optimizers. For example, some optimizers require gradient information, or hessian information in order to optimize, and some don't. So the types of the optimizers are contravariant to the types of the functions.
class HessianOptimizer {
public:
set_function(TwiceDifferentiableFunction* f)=0;
}
class GradientOptimizer : public HessianOptimizer {
public:
set_function(DifferentiableFunction* f)=0;
}
class Optimizer: public GradientOptimizer {
public:
set_function(TwiceDifferentiableFunction* f)=0;
}
Which I suppose makes sense from a type theoretic perspective, but the thing that is weird about it is that usually when people want to extend code, they will inherit the already existing classes. So for example, if someone else was using this library, and they wanted to create a new type of optimizer that requires more information than the hessian, they might create a class like
class ThriceDifferentiableFunction: public TwiceDifferentiableFunction }
public:
const double* thirdderivative()=0;
}
But then to create the corresponding optimizer class, we would have to make HessianOptimizer extend ThirdOrderOptimizer. But the library user would have to modify the library to do so! So while we can add on the ThriceDifferentiableFunction without having to modify the library, it seems like the contravariant types lose this property. This seems to just be an artifact of the fact the classes declare their parent types rather than their children types.
But how are you supposed to deal with this? Is there any way to do it nicely?
Since they're just interfaces, you don't have to be afraid of multiple inheritance with them. Why not make the optimiser types siblings instead of descendants?
class OptimizerBase
{
// Common stuff goes here
};
class HessianOptimizer : virtual public OptimizerBase {
public:
virtual set_function(TwiceDifferentiableFunction* f)=0;
}
class GradientOptimizer : virtual public OptimizerBase {
public:
virtual set_function(DifferentiableFunction* f)=0;
}
class Optimizer : virtual public OptimizerBase {
public:
virtual set_function(TwiceDifferentiableFunction* f)=0;
}
// impl
class MyGradientOptimizer : virtual public GradientOptimizer, virtual public HessianOptimizer
{
// ...
};

access protected variable - complicated situation with inheritance and sub-classes

Hmm... I'm trying to break down my problem...
There is a library with some classes that do almost what I want. I can't change classes of the library so I want to derive them and change what I need.
In this case there is a derived class in the library with two subclasses. Now I derive the class and the subclasses.
In the second sub-class there is a virtual method witch modifies a protected variable from the first sub-class.
I want to override the virtual method with a new virtual method which calls the old virtual wethod an then modify the protected variable again.
Why am I getting the error in mySubClass2 while accessing fResponse?
How can I solve my problem?
class libraryClass : pulic someLibraryBaseClass {
protected:
libraryClass::librarySubClass2 lookUpFunction(int ID) {
//some magic to find the obj
return obj;
}
public:
class librarySubClass2;
class librarySubClass1 {
public:
librarySubClass1(libraryClass baseObj) {
myBaseObj = baseObj;
}
void someCallingFunction(int ID) {
libraryClass::librarySubClass2 obj = myBaseObj->lookUpFunction(ID)
obj->someHandleFunction(this)
cout << fResponse;
}
protected:
friend class librarySubClass2;
unsigned char fResponse[200];
private:
libraryClass myBaseObj;
};
class librarySubClass2 {
protected:
virtual void someHandleFunction(libraryClass::librarySubClass1* obj) {
snprintf((char*)obj->fResponse, sizeof obj->fResponse, "Some Text...\r\n"
}
};
};
class myDerivedClass : public libraryClass {
public:
class mySubClass2 : public libraryClass::librarySubClass2;
class mySubClass1 : public libraryClass::librarySubClass1 {
protected:
friend class mySubClass2;
};
class mySubClass2 : public libraryClass::librarySubClass2 {
protected:
virtual void someHandleFunction(libraryClass::librarySubClass1* obj) {
libraryClass:librarySubClass2::someHandleFuntion(obj);
snprintf((char*)obj->fResponse, sizeof obj->fResponse, "Add some more Text...\r\n"
}
};
};
Edit: Forgot * in Method of mySubClass2
Possible solution:
class mySubClass2 : public libraryClass::librarySubClass2 {
protected:
virtual void someHandleFunction(libraryClass::librarySubClass1* obj) {
libraryClass:librarySubClass2::someHandleFuntion(obj);
myDerivedClass::mySubClass1* nowMyObj = (myDerivedClass::mySubClass*) obj;
snprintf((char*)nowMyObj->fResponse, sizeof nowMyObj->fResponse, "Add some more Text...\r\n"
}
};
Now I derive the class and the subclasses.
In your example code, you're only deriving the main class and not the subclass. You have to inherit also the subclass:
class libraryClass : pulic someLibraryBaseClass
{
class librarySubClass1 : public someLibraryBaseClass::someLibrarySubClass1 { };
// ....
};
But that can be done only if the subclass is accessible (protected/public).
As far as I can tell you wonder why you can't access obj->fResponse in
void mySubClass2::someHandleFunction(libraryClass::librarySubClass1 obj) { ... }
Well, obj is of type librarySubClass1 which inherits its share of fResponse from the common ancestor. However, that is the share of a relative of mySubClass2, not yours as you are mySubClass2! You can only access the fResponse member of objects which are known to be of type mySubClass which actually happens to be known to be not the case for a librarySubClass1 object.
Getting access to librarySubClass::fResponse is as if you got free access to your uncle's inheritance from your grandparents. Unless you have a very unusual family sharing its wealth freely among all family members, you probably won't have access to your uncle's inheritance either.
Because fResponse in mySubClass2 is treated as protected and at that point it is outside of libraryClass, it only worked on librarySubClass2 because it is inside libraryClass.

In C++, how can I create two interfaces for a class?

For example, when creating a class library, I would like to specify an internal API and a public API for each classes, so I can hide some details from the user. The internal API would be used by other classes in the library, and the public API would be used by the library user.
Is it possible?
In C++, interface could mean many things. It could mean pure virtual functions that you implement in the derived classes, as in the following example,
class Interface
{
public:
virtual void f() = 0 ;
};
class Implementation : public Interface
{
public:
virtual void f() {}
};
--
Or it could mean just public functions in your class:
class A
{
public:
void f() {} //public function - an interface that the outside world can
//use to talk to your class.
};
You can use either of these and can make use of access-specifiers ( public, protected, private) to make your interfaces public or internal/private!
Kind of.
Some libraries use friend classes/functions for this. Each class declares other classes as friends if they need access to more than the "public" interface:
class Car {
friend class Mechanic;
private:
Engine engine;
};
class Mechanic {
// something involving Car::engine...
};
It's not very pretty, but it works.
Another approach that might work for you is the pimpl (pointer-to-implementation) idiom:
class CarImpl; // declaration only
class Car {
private:
CarImpl *impl;
public:
CarImpl *getImpl(); // doesn't strictly belong in the pimpl pattern
// methods that simply call the corresponding methods on impl
};
The internal interface can be accessed through a getImpl() call. You would put the CarImpl declaration in a header file that is clearly marked as internal, so clients won't access it. For example, you could put such headers in a subdirectory called internal.
The obvious drawback is that the Car class has a bunch of trivial methods that you have to implement.
A third approach, that I do not recommend, is inheritance:
class Car {
public:
virtual void start() = 0;
static Car *create();
};
And in an internal header:
class CarImpl : public Car {
public:
virtual void start();
};
The Car class only exposes the public interface; to get access to the internal interface, internal code needs to do a downcast to CarImpl. This is ugly.
You can use many tricks to grant friendship or an "extended" interface to a given few, however it is soon cumbersome.
The simplest way to separate the external interface from the internal interface... is to have two interfaces, thus two classes.
If you take a peek at the set of Design Patterns proposed by the GoF, you'll notice the Proxy pattern.
You can use this by not exposing the class to the exterior of your library, but instead exposing a Proxy, in which you wrap the class, and which only exposes a subset of its interface.
class MyClass
{
public:
void foo();
void bar();
void printDebugInfo();
void test();
};
class MyClassProxy
{
public:
MyClassProxy(std::unique_ptr<MyClass> ptr): _ptr(ptr) {}
void foo() { _ptr->foo(); }
void bar() { _ptr->bar(); }
private:
std::unique_ptr<MyClass> _ptr;
};
I personally find this design rather clean. No down-casting, No subtle inheritance trick, No friendship list longer than my arm.
I'm not quite sure what you're asking, but if you have an abstract class defined:
class Loggable { ... };
You can inherit from it privately, like this:
class User : private Loggable { ... };
The class User now has the members of Loggable, but they are private.
Please see the C++ FAQ lite.
There is a number of ways to approach this. One is runtime polymorphism:
struct widget {
virtual debug_info diagnose() = 0;
virtual void draw() = 0;
};
struct window {
virtual void draw() = 0;
};
struct view : public window, public widget {
void draw();
debug_info diagnose(); // internal
};
Or with compile-time polymorphism:
struct view {
void draw();
debug_info diagnose(); // internal
};
template<class W>
void do_it(W window)
{
widget.draw();
}
template<class W>
void diagnose_it(W widget)
{
debug_info d = widget.diagnose();
}
Another approach is to expose private members to specific functions or classes:
struct widget {
virtual void draw() = 0;
};
struct view : public widget {
friend void diagnose_widget(widget w);
void draw();
private:
debug_info diagnose();
};
// internal
debug_info diagnose_widget(widget w)
{
debug_info d = w.diagnose();
}
A C++ class has 3 levels of protection: public, protected and private. Public things are accessible to everybody, protected only to descendant -- and then for themselves and not for other descendants --, private for the class and its friend.
Thus friendship is the only way to grant more than public access to a class/function which isn't a descendant, and it grants full access, which isn't always convenient.
An heavy solution which I've used with success was to write a wrapper which was a friend of the main class, and then provided additional access to its own friends (which were the only one able to construct the wrapper). I'm not really recommending it, it is tedious, but it could be useful if you have such a need.
class Main {
public:
...
private: // but wrapped
void foo();
protected:
...
private: // and not wrapped
void bar();
};
class Wrapper {
pubic:
void foo() { wrapped.foo(); }
private:
Wrapper(Main& m) : wrapped(ma) {}
Main& wrapped;
friend void qux(Main&);
};
void qux(Main& m) {
Wrapper mwrapped(m)
mwrapped.foo();
// still can't access bar
}