How to create union class structure? - c++

Say class A had method do(); and class B had field data;. I wonder if there is a way (using Boost for example) to create a class union from A and B which would have method do() and field data?

Union has a specific meaning in c and c++, and it's not what you want. It sounds like you want is multiple inheritance, a class C that inherits from both A and B. Alternatively, you could also have a class C that contains instances of classes A and B. Oftentimes composition ("has-a") is preferable over inheritance ("is-a").

Not a chance in hell. This would require reflection, which does not currently exist in the C++ language, and even if it did, it's highly unlikely that anybody would have implemented such a thing because why would you even want to do that. The closest you can get is if you inherited from both classes.

Related

Example for non-virtual multiple inheritance

Is there a real-world example where non-virtual multiple inheritance is being used? I'd like to have one mostly for didactic reasons. Slapping around classes named A, B, C, and D, where B and C inherit from A and D inherits from B and C is perfectly fine for explaining the question "Does/Should a D object have one or two A sub-objects?", but bears no weight about why we even have both options. Many examples care about why we do want virtual inheritance, but why would we not want virtual inheritance?
I know what virtual base classes are and how to express that stuff in code. I know about diamond inheritance and examples of multiple inheritance with a virtual base class are abundant.
The best I could find is vehicles. The base class is Vehicle which is inherited by Car and Boat. Among other things, a Vehicle has occupants() and a max_speed(). So an Amphibian that inherits from both Car and Boat inherits different max_speed() on land and water – and that makes sense –, but also different occupants() – and that does not make sense. So the Vehicle sub-objects aren't really independent; that is another problem which might be interesting to solve, but this is not the question.
Is there an example, that makes sense as a real-world model, where the two sub-objects are really independent?
You're thinking like an OOP programmer, trying to design abstract models of things. C++ multiple inheritance, like many things in C++, is a tool that has a particular effect. Whether it maps onto some OOP model is irrelevant next to the utility of the tool itself. To put it another way, you don't need a "real-world model" to justify non-virtual inheritance; you just need a real-world use case.
Because a derived class inherits the members of a base class, inheritance often is used in C++ as a means of collecting a set of common functionality together, sometimes with minimal interaction from the derived class, and injecting this functionality directly into the derived class.
The Curiously Recurring Template Pattern and other mixin-like constructs are mechanisms for doing this. The idea is that you have a base class that is a template, and its template parameter is the derived class that uses it. This allows the base class to have some access to the derived class itself without virtual functions.
The simplest example I can think of in C++ is enable_shared_from_this, which allows an object whose lifetime is currently managed by a shared_ptr to actually retrieve a shared_ptr to that object just from a pointer/reference to that object. That uses CRTP to add the various members and interfaces needed to make shared_from_this possible to the derived class. And since the inheritance is public, it also allows shared_ptr's various functions that "enable shared_from_this" to to detect that a particular type has the shared_from_this stuff in it and to properly initialize it.
enable_shared_from_this doesn't need virtual inheritance, and indeed would probably not work very well with it.
Now imagine that I have some other CRTP class that injects some other functionality into an object. This functionality has nothing to do with shared_ptr, but it uses CRTP and inheritance.
Well, if I now write some type that wants to inherit from both enable_shared_from_this and this other functionality, well, that works just fine. There is no need for virtual inheritance, and in fact doing so would only make composition that much harder.
Virtual inheritance is not free. It fundamentally changes a bunch of things about how a type relates to its base classes. If you inherit from such a type, your constructors have to initialize any virtual base classes directly. The layout of such a type is very odd and is highly unlikely to be standardized. And various other things. C++ tries not to make programmers pay for functionality they don't use, so if you don't need the special properties of virtual inheritance, you shouldn't be using it.
Its the same reason C++ has non-virtual methods -- because the implementation is simpler and more efficient if you use non-virtual inheritance, so you need to explicitly ask for virtual inheritance if you want it. Since you don't need it if your classes never use multiple inheritance, that is the default.

How could I avoid diamond inheritance?

I am currently working on a C++ design where I have this inheritance structure:
A
/ \
B C
Class A does the computations that are common to both classes B and C, and classes B and C are two different ways of initializing A.
I'd like to add some sort of hybrid initialization, i.e. a class D that would use methods from B and C.
However, I'd need to use diamond inheritance to be able to access B::init() and C::init() to set up the attributes of D.
I know I can avoid diamond problems using virtual inheritance, but I get runtime errors that I don't have when I copy manually the methods. Moreover, I have problems when trying to instantiate the classes B and C, and a colleague advised me to never use diamond inheritance in my designs.
Therefore, I'd like to find some kind of "clean" workaround, which I have not been able to do.
I could put all the initialization routines in class A, but for the moment they are separated nicely and I'd like to avoid having one big class where I can't really separate the distinct groups of functions of the classes B and C. EDIT after answer: This is what I chose, using different cpp files to split my "big" class into logical groups of methods.
I could also remove the inheritance links and replace them with friendship, where the methods of B and C are static and work on a pointer of type A*. This way, I could call B::init(A* a) and C::init(A* a) from D::init(A* a). However, I'd have to replace all the uses of _fooAttribute by a->_fooAttribute, which is a bit cumbersome and does not seem right.
What would you recommend ?
If your design calls for diamond inheritance, then that is what you need to do. People treat it as a "must not use" feature of C++, but the truth of the matter is that it is there, it is fully defined (if somewhat complex to understand), and if your problem space calls for it, you should use it.
In particular, I was not able to understand whether this is, indeed, a diamond inheritance. In particular, does it make sense for the A inside B and the A inside C to be the same instance of A? From your question it would appear that it is not. That Both B and C has a certain, different, way it makes sense to initialize A. If that is the case, this is not a diamond inheritance. Just make sure that B and C inherit A in a non-virtual inheritance.
With that said, make sure this is, indeed, what your design calls for. Can you honestly say that B is a A? That C? Can you honestly say that D is both a B and a C? If not, maybe making A a member of B, C or both, or making B or C members of D would make more sense.
If the only reason you are inheriting from A is as a way to extend A's provided methods, then consider simply making those methods a member of A. As stated above, while reducing code duplication is a worthy cause, the design should make sure that inheritance relationship is a is a relationship. Deviating from that is asking for trouble.
Inheritance is an "is a" relationship. If B is an A, then you're good. The same applies to C. From your description, you do not have this relationship. Instead, you have a utility class (A) that does computations. You might want to make this have static methods as it shouldn't need to store any data in itself, if it's truly a utility. There's nothing wrong with passing A an instance of B or C and having it access the properties that it needs using B->fooAttribute. However, you will probably want both B and C to implement a common interface so you don't have to know which one you're looking at.

Is there any way to avoid declaring virtual methods when storing (children) pointers?

I have run into an annoying problem lately, and I am not satisfied with my own workaround: I have a program that maintains a vector of pointers to a base class, and I am storing there all kind of children object-pointers. Now, each child class has methods of their own, and the main program may or not may call these methods, depending on the type of object (note though that they all heavily use common methods of the base class, so this justify inheritance).
I have found useful to have an "object identifier" to check the class type (and then either call the method or not), which is already not very beautiful, but this is not the main inconvenience. The main inconvenience is that, if I want to actually be able to call a derived class method using the base class pointer (or even just store the pointer in the pointer array), then one need to declare the derived methods as virtual in the base class.
Make sense from the C++ coding point of view.. but this is not practical in my case (from the development point of view), because I am planning to create many different children classes in different files, perhaps made by different people, and I don't want to tweak/maintain the base class each time, to add virtual methods!
How to do this? Essentially, what I am asking (I guess) is how to implement something like Objective-C NSArrays - if you send a message to an object that does not implement the method, well, nothing happens.
regards
Instead of this:
// variant A: declare everything in the base class
void DoStuff_A(Base* b) {
if (b->TypeId() == DERIVED_1)
b->DoDerived1Stuff();
else if if (b->TypeId() == DERIVED_2)
b->DoDerived12Stuff();
}
or this:
// variant B: declare nothing in the base class
void DoStuff_B(Base* b) {
if (b->TypeId() == DERIVED_1)
(dynamic_cast<Derived1*>(b))->DoDerived1Stuff();
else if if (b->TypeId() == DERIVED_2)
(dynamic_cast<Derived2*>(b))->DoDerived12Stuff();
}
do this:
// variant C: declare the right thing in the base class
b->DoStuff();
Note there's a single virtual function in the base per stuff that has to be done.
If you find yourself in a situation where you are more comfortable with variants A or B then with variant C, stop and rethink your design. You are coupling components too tightly and in the end it will backfire.
I am planning to create many different children classes in different
files, perhaps made by different people, and I don't want to
tweak/maintain the base class each time, to add virtual methods!
You are OK with tweaking DoStuff each time a derived class is added, but tweaking Base is a no-no. May I ask why?
If your design does not fit in either A, B or C pattern, show what you have, for clairvoyance is a rare feat these days.
You can do what you describe in C++, but not using functions. It is, by the way, kind of horrible but I suppose there might be cases in which it's a legitimate approach.
First way of doing this:
Define a function with a signature something like boost::variant parseMessage(std::string, std::vector<boost::variant>); and perhaps a string of convenience functions with common signatures on the base class and include a message lookup table on the base class which takes functors. In each class constructor add its messages to the message table and the parseMessage function then parcels off each message to the right function on the class.
It's ugly and slow but it should work.
Second way of doing this:
Define the virtual functions further down the hierarchy so if you want to add int foo(bar*); you first add a class that defines it as virtual and then ensure every class that wants to define int foo(bar*); inherit from it. You can then use dynamic_cast to ensure that the pointer you are looking at inherits from this class before trying to call int foo(bar*);. Possible these interface adding classes could be pure virtual so they can be mixed in to various points using multiple inheritance, but that may have its own problems.
This is less flexible than the first way and requires the classes that implement a function to be linked to each other. Oh, and it's still ugly.
But mostly I suggest you try and write C++ code like C++ code not Objective-C code.
This can be solved by adding some sort of introspection capabilities and meta object system. This talk Metadata and reflection in C++ — Jeff Tucker demonstrates how to do this using c++'s template meta programming.
If you don't want to go to the trouble of implementing one yourself, then it would be easier to use an existing one such as Qt's meta object system. Note that this solution does not work with multiple inheritance due to limitations in the meta object compiler: QObject Multiple Inheritance.
With that installed, you can query for the presence of methods and call them. This is quite tedious to do by hand, so the easiest way to call such a methods is using the signal and slot mechanism.
There is also GObject which is quite simmilar and there are others.
If you are planning to create many different children classes in different files, perhaps made by different people, and also I would guess you don't want to change your main code for every child class. Then I think what you need to do in your base class is to define several (not to many) virtual functions (with empty implementation) BUT those functions should be used to mark a time in the logic where they are called like "AfterInseart" or "BeforeSorting", Etc.
Usually there are not to many places in the logic you wish a derived classes to perform there own logic.

How NOT to use virtual inheritance?

I am making a win32 api program. I first created a base class called WinClass and inherited like a dozen other classes from it. Now I need to create a derived class from two classes inherited from base class WinControl and WinHandler.Since I intend to make many more derived classes out of the original dozen, I'll have to use virtual inheritance on like every class inherited from WinClass.So is there any way to do this without using virtual inheritance?
Learn how to avoid overuse of inheritance at all. For example, read this article
http://berniesumption.com/software/inheritance-is-evil-and-must-be-destroyed/
A good start to learn how to get things done the way you want it (with the correct use of inheritance) is the book "Design Patterns":
http://c2.com/cgi/wiki?DesignPatternsBook
I first created a base class called WinClass and inherited like a dozen other classes from it.
And there's your first problem. If WPF has taught us anything, it should be that inheritance is not necessarily the best model for GUI design.
So is there any way to do this WITHOUT using virtual inheritance?
Yes: don't have WinControl and WinHandler be derived from WinClass. You haven't said what these do, so I can't offer any specific advice about them. Really, it seems like what you need is a "has a" relationship rather than the "is a" relationship that inheritance brings.
Also, there's no need to use boldface for class names. Just use the code tags that StackOverflow provides. Nor is there a need to SHOUT in bold-face.

When might multiple inheritance be the only reasonable solution? [closed]

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To be clear, I'm not asking if/why multiple inheritance is good or bad. I've heard a lot of arguments from both sides of that debate.
I'm wondering if there is any kind of design problem or scenario in C++ in which multiple inheritance is either the only way to accomplish something, or at least is the most optimal way over all other alternatives to the point that it wouldn't make sense to consider anything else.
Obviously, this question doesn't apply to languages that don't support multiple inheritance.
You can't do policy-based design without multiple inheritance. So if policy-based design is the most elegant way to solve your problem, than that means you need multiple inheritance to solve your problem, over all other options.
Multiple-inheritance can be very useful if it's not misused (like everything, in any language).
There is a situation in which you would inherit from a class and maybe implement one or two interfaces in Java. This is something you would resolve with multiple inheritance in c++ I think.
C++ streams use multiple inheritance: istream and ostream are both parents of iostream. Since they both inherit from ios_base, you have a diamond.
It's the only "reasonable" solution in the sense that it would be unreasonable for the streams part of the standard libraries to take the same line as the algorithms and collections. So ostream behaves polymorphically rather than being a "duck-typed" interface like Iterator(*).
As soon as you have dynamic polymorphism, you need multiple inheritance to implement more than one interface at the same time.
(*) Presumably this is because anything else would be a shambles. You have to be able to write actual functions which manipulate streams, rather than forcing users to have templates everywhere. This is because it's common to write to "some stream, I don't know what until runtime", but not to want to manipulate "some collection, I don't know what until runtime".
Multiple inheritance is useful if you need to inherit behavior, not just contract. However, as other languages demonstrate, multiple inheritance is not the only way to solve that problem, at the expense of making your inheritance tree deeper. As such, scenarios where you must and may only use multiple inheritance would be pretty rare.
I'd read up on Java Interfaces, and so on, to get a better idea as to the answer to this question. The idea behind an Interface is to create an abstract class that acts as a template for another class. the advantage, here, is that the templates can be combined within a concrete class. For example-
Parent class- FoodStore
Subclass- CoffeeShop
Subclass- Bakery
With this inheritance tree, a FoodStore can be a Bakery or a CoffeeShop but not both. But then what would we call a Starbucks?
Better way, IMO-
Parent Class- FoodStore
Interface- CoffeeShop
Interface- Bakery
public class Starbucks extends FoodStore implements CoffeeShop, Bakery { ... }
You'll have to know a bit of Java to understand that, but have at it. Interfaces are fairly elementary, IMO.
As a further musing, perhaps Interfaces are designed to obey "Don't repeat yourself." Obvious, now that I mention it.
When you want to inherit functionality rather than role, case in point boost::noncopyable (other languages that support this (unlike Java and C#) call this a mixin).
As have been said on the other answers:
Using pure virtual base classes as "Interfaces", as in Java ( http://en.wikipedia.org/wiki/Interface_(Java) ), this is a very common O.O. pattern in all O.O. languages, not only Java
To do police-based design
But also:
To compose a class with several mixins ( http://en.wikipedia.org/wiki/Mixin ); I consider this a very good use of multiple inheritance to achieve code reuse!
When you must combine two or more third-party class hierarchies, each of which requires that objects be derived from the hierarchy's own Base class, then lacking multiple inheritance will make your code complex and fiddly.
namespace Object_Database {
class Object {
public:
virtual void store() ;
virtual void fetch() ;
};
}
namespace Reflectives {
class Object {
public:
virtual std::vector<std::string> > membernames();
virtual std::vector<std::string> > methodnames();
};
}
The first hierarchy lets users create objects which can be serialized to and from an object database, and requires that all such objects be derived from class Object_Database::Object. The second hierarchy lets users create objects which can be queried at runtime for the names of their members, and requires that all such objects be derived from Reflectives::Object.
If you require objects that can do both, you just need to write:
class ReflectivePickle :
public Object_Database::Object,
public Reflectives::Object {
// ...
};
The other solutions are unreasonable.
I tend to use multiple inheritance in C++ when the base classes are "interface classes", i.e. base classes where all methods are pure virtual, none have implementations [remember you can still define an implementation, but you have to invoke it explicitly], and there are no data members. Very similar to "interfaces" in Java or (from what I hear) C#.
To use polymorphism in C++, you can't use composition, you have to use (public) inheritance.
So if class Bar inherits (publicly) from Printable and Serializable, I can treat the object like a printable object, a serializable object, or a Bar object (using pointers or references).
With composition, you can't do that.
If you want to see a beautiful implementation of Multiple Inheritance check out Eiffel. They solve the diamond problem through feature renaming, far simpler than scope resolution and it even supports direct repeated inheritance such that:
A inherit B, B, B
when the need arises to use this type of inheritance.
Their Kernel library is open source and multiple inheritance is used extensively if you would like to see examples.
http://sourceforge.net/projects/eiffelstudio/files/