Polymorphic object members - c++

I have the following problem. I have a base class and several classes inheriting from it. All those classes are sharing a very similar interface and will most probably not be required to overload most of the shared methods.
However, all of them are using different member objects that are derived from each other and share a very similar interface too.
class BaseClass
{
protected:
Com* com;
public:
void setReady()
{
com->setReady();
}
}
class DerivedClass : BaseClass
{
protected:
DerivedCom* com;
}
class Derived2Class : BaseClass
{
protected:
Derived2Com* com;
}
How can I enable DerivedClass to have setReady() run its version of com instead of the one inherited from BaseClass?

Construct your instances with different implementations of Com. (Assuming DerivedCom implements Com)
class BaseClass
{
protected:
Com* com;
public:
BaseClass(Com* c = new Com) : com(c)
{}
void setReady()
{
com->setReady();
}
}
class DerivedClass : BaseClass
{
public:
DerivedClass() : BaseClass(new DerivedCom)
{}
}
class Derived2Class : BaseClass
{
public:
Derived2Class() : BaseClass(new Derived2Com)
{}
}

A simple solution is to introduce a getCom() protected virtual function, that returns a Com* or Com&:
virtual Com* getCom()
{ return this->com; }
The child classes can override it and return their own Com-derived instance. Your setReady() function can then be implemented as:
void setReady()
{
getCom()->setReady();
}
Your com member can then be made private, btw.
The drawback with this solution is that you'll have multiple Com-derived instances in the child classes.

Maybe a class template might help you:
class BaseClass
{
protected:
Com* com;
public:
virtual void setReady()
{
com->setReady();
}
};
template<typename T>
class ComDerived : public BaseClass {
protected:
T* com;
public:
void setReady()
{
com->setReady();
}
};
class DerivedClass : public ComDerived<DerivedCom>
{
};
class Derived2Class : public ComDerived<Derived2Com>
{
};

Why not templated mother class?
template <typename T>
class BaseClass
{
protected:
T* com;
public:
void setReady()
{
com->setReady();
}
};
class DerivedClass : BaseClass<DerivedCom>
{
};
class Derived2Class : BaseClass<Derived2Com>
{
};

To build on d909b's answer, I'd do something like:
class BaseClass {
private:
virtual Com * alloc_com() {
return new Com;
}
Com * com;
public:
BaseClass() : com(alloc_com()) {}
void setReady() {
com->setReady();
}
};
class DerivedClass {
private:
virtual Com * alloc_com() override {
return new DerivedCom;
}
};
class Derived2Class {
private:
virtual Com * alloc_com() override {
return new Derived2Com;
}
};
This works as long as DerivedCom publicly inherits from Com AND when Com has a virtual destructor. If Com does not have a virtual destructor, you also need to have a virtual dealloc_com function. Otherwise, you need to use a template or CRTP pattern, and then you're limited to cases where you are able to deduce the type of the object at compile time. If you know these are your only cases though, using templates will allow you to use the interface without adding virtual function call overhead.

Related

Inheritance with interfaces

I'm currently trying to wrap my head around the basics of C++ inheritance. Consider the following piece of code:
// Interfaces
class InterfaceBase
{
public:
virtual void SomeMethod() = 0;
};
class InterfaceInherited : public InterfaceBase
{
};
// Classes
class ClassBase : public InterfaceBase
{
public:
virtual void SomeMethod()
{
}
};
class ClassInherited : public ClassBase, public InterfaceInherited
{
};
int main()
{
ClassBase myBase; // OK
ClassInherited myInherited; // Error on this line
return 0;
}
Here I have two interfaces with an inheritance relationship. The same goes for the two classes which implement the interfaces.
This gives me the following compiler error:
C2259 'ClassInherited': cannot instantiate abstract class
It seems that the class ClassInherited does not inherit the implementation of SomeMethod from ClassBase. Thus it is abstract and cannot be instantiated.
How would I need to modify this simple example in order to let ClassInherited inherit all the implemented methods from ClassBase?
You are encountering a diamond problem.
The solution is to use virtual inheritance (Live), to ensure that only one copy of base class members are inherited by grand-childs:
// Interfaces
class InterfaceBase
{
public:
virtual void SomeMethod() = 0;
};
class InterfaceInherited : virtual public InterfaceBase
{
};
// Classes
class ClassBase : virtual public InterfaceBase
{
public:
virtual void SomeMethod()
{
}
};
class ClassInherited : public ClassBase, public InterfaceInherited
{
};
int main()
{
ClassBase myBase; // OK
ClassInherited myInherited; // OK
return 0;
}

Is there a better design practice than to add a new virtual function in base that is not implemented by all derived classes

I have class hierarchy as shown below. It's a simplified version of actual code.
class Base
{
public :
// user_define_type is a output parameter
virtual void Fill(user_define_type);
}
class A : public Base
{
public :
void Fill(user_define_type) override;
}
class B : public Base
{
public :
void Fill(user_define_type) override;
}
I am overriding Fill() method as I need different formatting in both derived classes. Now I have to write one more class deriving from "Base" as it has common functionality. Now my problem is that new class will have to implement Fill() that will operate on different user defined type. As I am returning base class pointer from factory so new Fill() has to be virtual in base but that means I have to add it's definition in older classes "A" and "B" and throw not supported exception from them. This is not a good design. Any better design you guys can suggest ? Thanks in advance.
I believe you need to create a common base class for your user_defined_types in order to achieve this. I also think this could be a good place to use the strategy pattern.
Basically, you create
class user_defined_type_base
{
...
}
class user_defined_type_derived : public user_defined_type_base
{
...
}
class DoSomething
{
private:
DoSomethingStrategy *strategy;
public:
DoSomething(DoSomethingStrategy *strategy) { this->strategy = strategy; }
void Fill(user_defined_type_base *type) { this->strategy->Fill(type); }
}
class DoSomethingStrategy
{
public:
virtual void Fill(user_defined_type_base *obj) = 0;
}
class DoSomethingStrategyA : public DoSomethingStrategy
{
public:
void Fill(user_defined_type_base *obj)
{
...
}
}
class DoSomethingStrategyB : public DoSomethingStrategy
{
public:
void Fill(user_defined_type_base *obj)
{
...
}
}
class DoSomethingStrategyC : public DoSomethingStrategy
{
public:
void Fill(user_defined_type_base *obj)
{
...
}
}
void main()
{
DoSomethingStrategy *strategy = new DoSomethingStragegyA();
DoSomething *dosomething = new DoSomething(strategy);
user_defined_type_base *type = new user_defined_type_base();
dosomething->Fill(type);
DoSomethingStrategy *strategyC = new DoSomethingStragegyC();
DoSomething *dosomethingC = new DoSomething(strategyC);
user_defined_type_base *typeC = new user_defined_type_derived();
dosomethingC->Fill(typeC);
}

Calling the right free function from a base pointer/reference

Let a class hierarchy :
class Base { virtual ~Base() throw(); };
class DerivedA : public Base { };
class DerivedB : public Base { };
I would like to have some code specific to each of these derived classes. However that code also being specific to the application that makes use of this class hierarchy, I do not want to embbed this derived-class-specific code into these derived classes. To avoid doing so, I thought about writing free functions :
void DerivedASpecificWork( DerivedA da );
void DerivedBSpecificWork( DerivedB db );
However, when given an instance of a derived class through a reference/pointer to a Base, I do not have access to the actual type of the instance, and thus cannot call the proper Derived*SpecificWork() function.
I would like to know if there is nome kind of design pattern that would allow me to call a derived-class-specific function without knowing the actual type of the instance, i.e having the same mechanism as virtual functions provide, but without having these virtual functions that would require me to embbed application-specific code into that class hierarchy.
Actually, why I want to do that is to provide informations about an exception that occured within a natively implemented function called by a Lua script. Each exception carrying its own set of information, the way I want to represent the error within the script depends on the type of the exception. I could create a pure virtual method in the base class that would be implemented by derived classes, but this would require me to embbed Lua-related code into my exception hierarchy, which I do not want to do since the Lua is specific to one of the application using that exception hierarchy.
Also I cannot use C++11.
Thank you.
May be Brigde pattern can help you.
This pattern can be used when you want to avoid a permanent binding between an abstraction and it's implementation.
(I don't see your comment about your restriction in using c++11, but you can remove std::unique_ptr, std::move and override keyword)
class AppSpecificImp
{
public:
virtual void DoWork() = 0;
};
class Base
{
public:
virtual ~Base() throw();
virtual DoWork() = 0;
};
class DerivedA : public Base
{
public:
DerivedA(std::unique_ptr<AppSpecificImp> appImp)
: imp(std::move(appImp))
{
}
void DoWork() override
{
// DerivedA specific code
imp->DoWork();
}
private:
std::unique_ptr<AppSpecificImp> imp;
};
class DerivedB : public Base
{
public:
DerivedB(std::unique_ptr<AppSpecificImp> appImp)
: imp(std::move(appImp))
{
}
void DoWork() override
{
// DerivedB specific code
imp->DoWork();
}
private:
std::unique_ptr<AppSpecificImp> imp;
};
Edit to show Visitor pattern usage:
With visitor pattern you can do what you want but with more Effort.
class Visitor
{
public:
virtual void VisitDerivedA(DerivedA* object) = 0;
virtual void VisitDerivedB(DerivedB* object) = 0;
};
class Base
{
public:
virtual void Visit(Visitor* visitor) = 0;
};
class DerivedA : public Base
{
public:
virtual void Visit(Visitor* visitor)
{
visitor->VisitDerivedA(this);
}
};
class DerivedB : public Base
{
public:
virtual void Visit(Visitor* visitor)
{
visitor->VisitDerivedB(this);
}
};
class AppSpecificVisitor : public Visitor
{
public:
void VisitDerivedA(DerivedA* object)
{
// Do any work related to DerivedA class
}
void VisitDerivedB(DerivedB* object)
{
// Do any work related to DerivedB class
}
}
int main()
{
AppSpecificVisitor myVisitor;
Base* myBase = // any class in your hierarchy
myBase->Visit(&myVisitor);
}
As I said in comments with Visitor pattern you can add new functionally without changing the main hierarchy(Base->Derived types). You just define a new visitor implementation and write your logic for every class in main hierarchy. In your example you can pack app specific logic in an object and reference that in your derived objects that is an easier approach.
Why not using a new set of hierarchy for application specific implementation ?
class AppBase
{
public:
virtual ~AppBase() throw();
virtual void work_with_app() = 0;
};
class Base
{
public:
Base(AppBase& app) : m_app(app) {}
virtual ~Base() throw();
protected:
AppBase& m_app;
};
class DerivedA : public Base { DerivedA(AppBase& app) : Base(app) {} };
class DerivedB : public Base { DerivedA(AppBase& app) : Base(app) {} };
// Application specific implementation :
class AppLuaSpecific : public AppBase
{
public:
void work_with_app() { /* Lua app specific */ }
};
This way, your 1st hierarchy : Base, DerivedA, DerivedB can live without knowing anything about the app specific code implemented in AppLuaSpecific.
You can implement your own app-specific dispatch as follows (check it live on Coliru):
#include <iostream>
#include <typeinfo>
struct Base { virtual ~Base() {} };
struct DerivedA : public Base { };
struct DerivedB : public Base { };
namespace AppSpecific
{
template<class F>
void dispatch(const Base& b)
{
const std::type_info& t = typeid(b);
if ( t == typeid(DerivedA) )
F::doit(static_cast<const DerivedA&>(b));
else if ( t == typeid(DerivedB) )
F::doit(static_cast<const DerivedB&>(b));
}
struct Foo
{
static void doit(const DerivedA& da) { std::cout << "Foo(DerivedA)\n"; }
static void doit(const DerivedB& db) { std::cout << "Foo(DerivedB)\n"; }
};
struct Bar
{
static void doit(const DerivedA& da) { std::cout << "Bar(DerivedA)\n"; }
static void doit(const DerivedB& db) { std::cout << "Bar(DerivedB)\n"; }
};
} // namespace AppSpecific
int main()
{
DerivedA da;
DerivedB db;
Base& b1 = da;
Base& b2 = db;
AppSpecific::dispatch<AppSpecific::Foo>(b1);
AppSpecific::dispatch<AppSpecific::Foo>(b2);
AppSpecific::dispatch<AppSpecific::Bar>(b1);
AppSpecific::dispatch<AppSpecific::Bar>(b2);
}

Virtual multiple interface

I need help for an implementation that uses multiple inheritance of Interfaces...
There is an existing code whith an interface which has a lot of functions. The instances are created using a factory.
class IBig
{
// Lot of pure virtual functions
};
And his inplementation:
class CBig: public IBig
{
// Implementation
}
I Want to split the interface in multiple smaller interfaces, but it should stay compatible to the existing code for some time.
Here is a sample of what I tried to do:
class IBaseA
{
public:
virtual void DoA() = 0;
};
class IBaseB
{
public:
virtual void DoB() = 0;
};
// The same interface, now based on multiple smaller interfaces
class IBig : public IBaseA, public IBaseB
{
};
class CBaseA: public IBaseA
{
public:
virtual void DoA()
{
printf("DoA\n");
}
};
class CBaseB: public IBaseB
{
public:
virtual void DoB()
{
printf("DoB\n");
}
};
// Inherit from base classes where the implementation is, and from IBig as
// the instance of CBig is returned as IBig.
class CBig: public CBaseA, public CBaseB, public IBig
{
};
The problem here is that the class CBig cannot be instanciated. The compiler says the functions DoA and DoB are pure virtual, even if they are inplemented in CBaseA and CBaseB. What should I do if i don't want to implement again the functions, just to call the function of the base class ?
NB: I know the design is ugly, but this is only temporary until the big interface can be replaced, and.... I want to understand ! ;-)
Thanks in advance !
Here we should use virtual inheritance. This feature assures that there is only one instance of your virtually-inherited base class when you instantiate a subclass. For your example, this would look like:
#include <cstdio>
class IBaseA
{
public:
virtual void DoA() = 0;
};
class IBaseB
{
public:
virtual void DoB() = 0;
};
// The same interface, now based on multiple smaller interfaces
class IBig : virtual public IBaseA, virtual public IBaseB
// ^ ^
{
};
class CBaseA: virtual public IBaseA
// ^
{
public:
virtual void DoA()
{
printf("DoA\n");
}
};
class CBaseB: virtual public IBaseB
// ^
{
public:
virtual void DoB()
{
printf("DoB\n");
}
};
// Inherit from base classes where the implementation is, and from IBig as
// the instance of CBig is returned as IBig.
class CBig: public CBaseA, public CBaseB, public IBig
{
};
int main()
{
CBig cb;
}
The above changes ensure that there are not extra declarations of DoA and DoB created when you inherit from IBaseA and IBaseB multiple times.

Interface Inheritance in C++

I have the following class structure:
class InterfaceA
{
virtual void methodA =0;
}
class ClassA : public InterfaceA
{
void methodA();
}
class InterfaceB : public InterfaceA
{
virtual void methodB =0;
}
class ClassAB : public ClassA, public InterfaceB
{
void methodB();
}
Now the following code is not compilable:
int main()
{
InterfaceB* test = new ClassAB();
test->methodA();
}
The compiler says that the method methodA() is virtual and not implemented. I thought that it is implemented in ClassA (which implements the InterfaceA).
Does anyone know where my fault is?
That is because you have two copies of InterfaceA. See this for a bigger explanation: https://isocpp.org/wiki/faq/multiple-inheritance (your situation is similar to 'the dreaded diamond').
You need to add the keyword virtual when you inherit ClassA from InterfaceA. You also need to add virtual when you inherit InterfaceB from InterfaceA.
Virtual inheritance, which Laura suggested, is, of course, the solution of the problem. But it doesn't end up in having only one InterfaceA. It has "side-effects" too, for ex. see https://isocpp.org/wiki/faq/multiple-inheritance#mi-delegate-to-sister. But if get used to it, it may come in handy.
If you don't want side effects, you may use template:
struct InterfaceA
{
virtual void methodA() = 0;
};
template<class IA>
struct ClassA : public IA //IA is expected to extend InterfaceA
{
void methodA() { 5+1;}
};
struct InterfaceB : public InterfaceA
{
virtual void methodB() = 0;
};
struct ClassAB
: public ClassA<InterfaceB>
{
void methodB() {}
};
int main()
{
InterfaceB* test = new ClassAB();
test->methodA();
}
So, we are having exactly one parent class.
But it looks more ugly when there is more than one "shared" class (InterfaceA is "shared", because it is on top of "dreaded diamond", see here https://isocpp.org/wiki/faq/multiple-inheritance as posted by Laura). See example (what will be, if ClassA implements interfaceC too):
struct InterfaceC
{
virtual void methodC() = 0;
};
struct InterfaceD : public InterfaceC
{
virtual void methodD() = 0;
};
template<class IA, class IC>
struct ClassA
: public IA //IA is expected to extend InterfaceA
, public IC //IC is expected to extend InterfaceC
{
void methodA() { 5+1;}
void methodC() { 1+2; }
};
struct InterfaceB : public InterfaceA
{
virtual void methodB() = 0;
};
struct ClassAB
: public ClassA<InterfaceB, InterfaceC> //we had to modify existing ClassAB!
{
void methodB() {}
};
struct ClassBD //new class, which needs ClassA to implement InterfaceD partially
: public ClassA<InterfaceB, InterfaceD>
{
void methodB() {}
void methodD() {}
};
The bad thing, that you needed to modify existing ClassAB. But you can write:
template<class IA, class IC = interfaceC>
struct ClassA
Then ClassAB stays unchanged:
struct ClassAB
: public ClassA<InterfaceB>
And you have default implementation for template parameter IC.
Which way to use is for you to decide. I prefer template, when it is simple to understand. It is quite difficult to get into habit, that B::incrementAndPrint() and C::incrementAndPrint() will print different values (not your example), see this:
class A
{
public:
void incrementAndPrint() { cout<<"A have "<<n<<endl; ++n; }
A() : n(0) {}
private:
int n;
};
class B
: public virtual A
{};
class C
: public virtual A
{};
class D
: public B
: public C
{
public:
void printContents()
{
B::incrementAndPrint();
C::incrementAndPrint();
}
};
int main()
{
D d;
d.printContents();
}
And the output:
A have 0
A have 1
This problem exists because C++ doesn't really have interfaces, only pure virtual classes with multiple inheritance. The compiler doesn't know where to find the implementation of methodA() because it is implemented by a different base class of ClassAB. You can get around this by implementing methodA() in ClassAB() to call the base implementation:
class ClassAB : public ClassA, public InterfaceB
{
void methodA()
{
ClassA::methodA();
}
void methodB();
}
You have a dreaded diamond here.
InterfaceB and ClassA must virtually inherit from InterfaceA
Otherwise you ClassAB has two copies of MethodA one of which is still pure virtual. You should not be able to instantiate this class. And even if you were - compiler would not be able to decide which MethodA to call.