C++ Help on refactoring a monster class - c++

I have a C background and am a newb on C++. I have a basic design question. I have a class (I'll call it "chef" b/c the problem I have seems very analogous to this, both in terms of complexity and issues) that basically works like this
class chef
{
public:
void prep();
void cook();
void plate();
private:
char name;
char dish_responsible_for;
int shift_working;
etc...
}
in pseudo code, this gets implemented along the lines of:
int main{
chef my_chef;
kitchen_class kitchen;
for (day=0; day < 365; day++)
{
kitchen.opens();
....
my_chef.prep();
my_chef.cook();
my_chef.plate();
....
kitchen.closes();
}
}
The chef class here seems to be a monster class, and has the potential of becoming one. chef also seems to violate the single responsibility principle, so instead we should have something like:
class employee
{
protected:
char name;
int shift_working;
}
class kitchen_worker : employee
{
protected:
dish_responsible_for;
}
class cook_food : kitchen_worker
{
public:
void cook();
etc...
}
class prep_food : kitchen_worker
{
public:
void prep();
etc...
}
and
class plater : kitchen_worker
{
public:
void plate();
}
etc...
I'm admittedly still struggling with how to implement it at run time so that, if for example plater (or "chef in his capacity as plater") decides to go home midway through dinner service, then the chef has to work a new shift.
This seems to be related to a broader question I have that if the same person invariably does the prepping, cooking and plating in this example, what is the real practical advantage of having this hierarchy of classes to model what a single chef does? I guess that runs into the "fear of adding classes" thing, but at the same time, right now or in the foreseeable future I don't think maintaining the chef class in its entirety is terribly cumbersome. I also think that it's in a very real sense easier for a naive reader of the code to see the three different methods in the chef object and move on.
I understand it might threaten to become unwieldy when/if we add methods like "cut_onions()", "cut_carrots()", etc..., perhaps each with their own data, but it seems those can be dealt with by having making the prep() function, say, more modular. Moreover, it seems that the SRP taken to its logical conclusion would create a class "onion_cutters" "carrot_cutters" etc... and I still have a hard time seeing the value of that, given that somehow the program has to make sure that the same employee cuts the onions and the carrots which helps with keeping the state variable the same across methods (e.g., if the employee cuts his finger cutting onions he is no longer eligible to cut carrots), whereas in the monster object chef class it seems that all that gets taken care of.
Of course, I understand that this then becomes less about having a meaningful "object oriented design", but it seems to me that if we have to have separate objects for each of the chef's tasks (which seems unnatural, given that the same person is doing all three function) then that seems to prioritize software design over the conceptual model. I feel an object oriented design is helpful here if we want to have, say, "meat_chef" "sous_chef" "three_star_chef" that are likely different people. Moreover, related to the runtime problem is that there is an overhead in complexity it seems, under the strict application of the single responsibility principle, that has to make sure the underlying data that make up the base class employee get changed and that this change is reflected in subsequent time steps.
I'm therefore rather tempted to leave it more or less as is. If somebody could clarify why this would be a bad idea (and if you have suggestions on how best to proceed) I'd be most obliged.

To avoid abusing class heirarchies now and in future, you should really only use it when an is relationship is present. As yourself, "is cook_food a kitchen_worker". It obviously doesn't make sense in real life, and doesn't in code either. "cook_food" is an action, so it might make sense to create an action class, and subclass that instead.
Having a new class just to add new methods like cook() and prep() isn't really an improvement on the original problem anyway - since all you've done is wrapped the method inside a class. What you really wanted was to make an abstraction to do any of these actions - so back to the action class.
class action {
public:
virtual void perform_action()=0;
}
class cook_food : public action {
public:
virtual void perform_action() {
//do cooking;
}
}
A chef can then be given a list of actions to perform in the order you specify. Say for example, a queue.
class chef {
...
perform_actions(queue<action>& actions) {
for (action &a : actions) {
a.perform_action();
}
}
...
}
This is more commonly known as the Strategy Pattern. It promotes the open/closed principle, by allowing you to add new actions without modifying your existing classes.
An alternative approach you could use is a Template Method, where you specify a sequence of abstract steps, and use subclasses to implement the specific behaviour for each one.
class dish_maker {
protected:
virtual void prep() = 0;
virtual void cook() = 0;
virtual void plate() = 0;
public:
void make_dish() {
prep();
cook();
plate();
}
}
class onion_soup_dish_maker : public dish_maker {
protected:
virtual void prep() { ... }
virtual void cook() { ... }
virtual void plate() { ... }
}
Another closely related pattern which might be suitable for this is the Builder Pattern
These patterns can also reduce of the Sequential Coupling anti-pattern, as it's all too easy to forget to call some methods, or call them in the right order, particularly if you're doing it multiple times. You could also consider putting your kitchen.opens() and closes() into a similar template method, than you don't need to worry about closes() being called.
On creating individual classes for onion_cutter and carrot_cutter, this isn't really the logical conclusion of the SRP, but in fact a violation of it - because you're making classes which are responsible for cutting, and holding some information about what they're cutting. Both cutting onions and carrots can be abstracted into a single cutting action - and you can specify which object to cut, and add a redirection to each individual class if you need specific code for each object.
One step would be to create an abstraction to say something is cuttable. The is relationship for subclassing is candidate, since a carrot is cuttable.
class cuttable {
public:
virtual void cut()=0;
}
class carrot : public cuttable {
public:
virtual void cut() {
//specific code for cutting a carrot;
}
}
The cutting action can take a cuttable object and perform any common cutting action that's applicable to all cuttables, and can also apply the specific cut behaviour of each object.
class cutting_action : public action {
private:
cuttable* object;
public:
cutting_action(cuttable* obj) : object(obj) { }
virtual void perform_action() {
//common cutting code
object->cut(); //specific cutting code
}
}

Related

c++ particle system inheritance

i'm creating particle system and i want to have possibility to choose what kind of object will be showing on the screen (like simply pixels, or circle shapes). I have one class in which all parameters are stored (ParticleSettings), but without those entities that stores points, or circle shapes, etc. I thought that i may create pure virtual class (ParticlesInterface) as a base class, and its derived classes like ParticlesVertex, or ParticlesCircles for storing those drawable objects. It is something like that:
class ParticlesInterface
{
protected:
std::vector<ParticleSettings> m_particleAttributes;
public:
ParticlesInterface(long int amount = 100, sf::Vector2f position = { 0.0,0.0 });
const std::vector<ParticleSettings>& getParticleAttributes() { return m_particleAttributes; }
...
}
and :
class ParticlesVertex : public ParticlesInterface
{
private:
std::vector<sf::Vertex> m_particleVertex;
public:
ParticlesVertex(long int amount = 100, sf::Vector2f position = { 0.0,0.0 });
std::vector<sf::Vertex>& getParticleVertex() { return m_particleVertex; }
...
}
So... I know that i do not have access to getParticleVertex() method by using polimorphism. And I really want to have that access. I want to ask if there is any better solution for that. I have really bad times with decide how to connect all that together. I mean i was thinking also about using template classes but i need it to be dynamic binding not static. I thought that this idea of polimorphism will be okay, but i'm really need to have access to that method in that option. Can you please help me how it should be done? I want to know what is the best approach here, and also if there is any good answer to that problem i have if i decide to make that this way that i show you above.
From the sounds of it, the ParticlesInterface abstract class doesn't just have a virtual getParticleVertex because that doesn't make sense in general, only for the specific type ParticlesVertex, or maybe a group of related types.
The recommended approach here is: Any time you need code that does different things depending on the actual concrete type, make those "different things" a virtual function in the interface.
So starting from:
void GraphicsDriver::drawUpdate(ParticlesInterface &particles) {
if (auto* vparticles = dynamic_cast<ParticlesVertex*>(&particles)) {
for (sf::Vertex v : vparticles->getParticleVertex()) {
draw_one_vertex(v, getCanvas());
}
} else if (auto* cparticles = dynamic_cast<ParticlesCircle*>(&particles)) {
for (CircleWidget& c : cparticles->getParticleCircles()) {
draw_one_circle(c, getCanvas());
}
}
// else ... ?
}
(CircleWidget is made up. I'm not familiar with sf, but that's not the point here.)
Since getParticleVertex doesn't make sense for every kind of ParticleInterface, any code that would use it from the interface will necessarily have some sort of if-like check, and a dynamic_cast to get the actual data. The drawUpdate above also isn't extensible if more types are ever needed. Even if there's a generic else which "should" handle everything else, the fact one type needed something custom hints that some other future type or a change to an existing type might want its own custom behavior at that point too. Instead, change from a thing code does with the interface to a thing the interface can be asked to do:
class ParticlesInterface {
// ...
public:
virtual void drawUpdate(CanvasWidget& canvas) = 0;
// ...
};
class ParticlesVertex {
// ...
void drawUpdate(CanvasWidget& canvas) override;
// ...
};
class ParticlesCircle {
// ...
void drawUpdate(CanvasWidget& canvas) override;
// ...
};
Now the particles classes are more "alive" - they actively do things, rather than just being acted on.
For another example, say you find ParticlesCircle, but not ParticlesVertex, needs to make some member data updates whenever the coordinates are changed. You could add a virtual void coordChangeCB() {} to ParticlesInterface and call it after each motion model tick or whenever. With the {} empty definition in the interface class, any class like ParticlesVertex that doesn't care about that callback doesn't need to override it.
Do try to keep the interface's virtual functions simple in intent, following the Single Responsibility Principle. If you can't write in a sentence or two what the purpose or expected behavior of the function is in general, it might be too complicated, and maybe it could more easily be thought of in smaller steps. Or if you find the virtual overrides in multiple classes have similar patterns, maybe some smaller pieces within those implementations could be meaningful virtual functions; and the larger function might or might not stay virtual, depending on whether what remains can be considered really universal for the interface.
(Programming best practices are advice, backed by good reasons, but not absolute laws: I'm not going to say "NEVER use dynamic_cast". Sometimes for various reasons it can make sense to break the rules.)

Use case of dynamic_cast

In many places you can read that dynamic_cast means "bad design". But I cannot find any article with appropriate usage (showing good design, not just "how to use").
I'm writing a board game with a board and many different types of cards described with many attributes (some cards can be put on the board). So I decided to break it down to the following classes/interfaces:
class Card {};
class BoardCard : public Card {};
class ActionCard : public Card {};
// Other types of cards - but two are enough
class Deck {
Card* draw_card();
};
class Player {
void add_card(Card* card);
Card const* get_card();
};
class Board {
void put_card(BoardCard const*);
};
Some guys suggested that I should use only one class describing a card. But I would mean many mutually excluding attributes. And in the case of the Board class' put_card(BoardCard const&) - it is a part of the interface that I cannot put any card on the board. If I had only one type of card I would have to check it inside the method.
I see the flow like the following:
a generic card is in the deck (it's not important what its type is)
a generic card is drawn from the deck and given to a player (the same as above)
if a player chosen a BoardCard then it can be put on the board
So I use dynamic_cast before putting a card on the board. I think that using some virtual method is out of the question in this case (additionally I wouldn't make any sense to add some action about board to every card).
So my question is: What have I designed badly? How could I avoid dynamic_cast? Using some type attribute and ifs would be a better solution...?
P.S.
Any source treating about dynamic_cast usage in the context of design is more than appreciated.
Yes, dynamic_cast is a code smell, but so is adding functions that try to make it look like you have a good polymorphic interface but are actually equal to a dynamic_cast i.e. stuff like can_put_on_board. I'd go as far as to say that can_put_on_board is worse - you're duplicating code otherwise implemented by dynamic_cast and cluttering the interface.
As with all code smells, they should make you wary and they don't necessarily mean that your code is bad. This all depends on what you're trying to achieve.
If you're implementing a board game that will have 5k lines of code, two categories of cards, then anything that works is fine. If you're designing something larger, extensible and possibly allowing for cards being created by non-programmers (whether it's an actual need or you're doing it for research) then this probably won't do.
Assuming the latter, let's look at some alternatives.
You could put the onus of applying the card properly to the card, instead of some external code. E.g. add a play(Context& c) function to the card (the Context being a means to access the board and whatever may be necessary). A board card would know that it may only be applied to a board and a cast would not be necessary.
I would entirely give up using inheritance however. One of its many issues is how it introduces a categorisation of all cards. Let me give you an example:
you introduce BoardCard and ActionCard putting all cards in these two buckets;
you then decide that you want to have a card that can be used in two ways, either as an Action or a Board card;
let's say you solved the issue (through multiple-inheritance, a BoardActionCard type, or any different way);
you then decide you want to have card colours (as in MtG) - how do you do this? Do you create RedBoardCard, BlueBoardCard, RedActionCard etc?
Other examples of why inheritance should be avoided and how to achieve runtime polymorphism otherwise you may want to watch Sean Parent's excellent "Inheritance is the Base Class of Evil" talk. A promising looking library that implements this sort of polymorphism is dyno, I have not tried it out yet though.
A possible solution might be:
class Card final {
public:
template <class T>
Card(T model) :
model_(std::make_shared<Model<T>>(std::move(model)))
{}
void play(Context& c) const {
model_->play(c);
}
// ... any other functions that can be performed on a card
private:
class Context {
public:
virtual ~Context() = default;
virtual void play(Context& c) const = 0;
};
template <class T>
class Model : public Context {
public:
void play(Context& c) const override {
play(model_, c);
// or
model_.play(c);
// depending on what contract you want to have with implementers
}
private:
T model_;
};
std::shared_ptr<const Context> model_;
};
Then you can either create classes per card type:
class Goblin final {
void play(Context& c) const {
// apply effects of card, e.g. take c.board() and put the card there
}
};
Or implement behaviours for different categories, e.g. have a
template <class T>
void play(const T& card, Context& c);
template and then use enable_if to handle it for different categories:
template <class T, class = std::enable_if<IsBoardCard_v<T>>
void play(const T& card, Context& c) {
c.board().add(Card(card));
}
where:
template <class T>
struct IsBoardCard {
static constexpr auto value = T::IS_BOARD_CARD;
};
template <class T>
using IsBoardCard_v = IsBoardCard<T>::value;
then defining your Goblin as:
class Goblin final {
public:
static constexpr auto IS_BOARD_CARD = true;
static constexpr auto COLOR = Color::RED;
static constexpr auto SUPERMAGIC = true;
};
which would allow you to categorise your cards in many dimensions also leaving the possibility to entirely specialise the behaviour by implementing a different play function.
The example code uses std::shared_ptr to store the model, but you can definitely do something smarter here. I like to use a static-sized storage and only allow Ts of a certain maximum size and alignment to be used. Alternatively you could use a std::unique_ptr (which would disable copying though) or a variant leveraging small-size optimisation.
Why not use dynamic_cast
dynamic_cast is generally disliked because it can be easily abused to completely break the abstractions used. And it is not wise to depend on specific implementations. Of course it may needed, but really rarely, so nearly everyone takes a rule of thumb - probably you should not use it. It's a code smell that may imply that you should rethink Your abstractions because they may be not the ones needed in Your domain. Maybe in Your game the Board should not have put_card method - maybe instead card should have method play(const PlaySpace *) where Board implements PlaySpace or something like that. Even CppCoreGuidelines discourage using dynamic_cast in most cases.
When use
Generally few people ever have problems like this but I came across it multiple times already. The problem is called Double (or Multiple) Dispatch. Here is pretty old, but quite relevant article about double dispatch (mind the prehistoric auto_ptr):
http://www.drdobbs.com/double-dispatch-revisited/184405527
Also Scott Meyers in one of his books wrote something about building double dispatch matrix with dynamic_cast. But, all in all, these dynamic_casts are 'hidden` inside this matrix - users don't know what kind of magic happens inside.
Noteworthy - multiple dispatch is also considered code smell :-).
Reasonable alternative
Check out the visitor pattern. It can be used as replace for dynamic_cast but it is also some kind of code smell.
I generally recommend using dynamic_cast and visitor as a last resort tools for design problems as they break abstraction which increases complexity.
You could apply the principles behind Microsoft's COM and provide a series of interfaces, with each interface describing a set of related behaviors. In COM you determine if a specific interface is available by calling QueryInterface, but in modern C++ dynamic_cast works similarly and is more efficient.
class Card {
virtual void ~Card() {} // must have at least one virtual method for dynamic_cast
};
struct IBoardCard {
virtual void put_card(Board* board);
};
class BoardCard : public Card, public IBoardCard {};
class ActionCard : public Card {};
// Other types of cards - but two are enough
class Deck {
Card* draw_card();
};
class Player {
void add_card(Card* card);
Card const* get_card();
};
class Board {
void put_card(Card const* card) {
const IBoardCard *p = dynamic_cast<const IBoardCard*>(card);
if (p != null) p->put_card(this);
};
That may be a bad example, but I hope you get the idea.
It seems to me that the two types of cards are quite different. The things a board card and an action card can do are mutually exclusive, and the common thing is just that they can be drawn from the deck. Moreover, that's not a thing a card does, it's a player / deck action.
If this is true, a question one should ask is whether they should really descend from a common type, Card. An alternative design would be that of a tagged union: let Card instead be a std::variant<BoardCard, ActionCard...>, and contain an instance of the appropriate type. When deciding what to do with the card, you use a switch on the index() and then std::get<> only the appropriate type. This way you don't need any *_cast operator, and get a complete freedom of what methods (neither of which would make sense for the other types) each type of card supports.
If it's only almost true but not for all types, you can variate slightly: only group together those types of cards that can sensibly be superclassed, and put the set of those common types into the variant.
I always found the usage of a cast a code smell, and in my experience, the 90% of the time the cast was due to bad design.
I saw usage of dynamic_cast in some time-critical application where it was providing more performance improvement than inherit from multiple interfaces or retrieving an enumeration of some kind from the object (like a type). So the code smelt, but the usage of the dynamic cast was worth it in that case.
That said, I will avoid dynamic cast in your case as well as multiple inheritances from different interfaces.
Before reaching my solution, your description sounds like there are a lot of details omitted about the behavior of the cards or the consequence they have on the board
and the game itself. I used that as a further constraint, trying to keep thing boxed and maintainable.
I would go for a composition instead of an inheritance. It will provide you evenly the chance of using the card as a 'factory':
it can spawn more game modifiers - something to be applied to the board, and one to a specific enemy
the card can be reused - the card could stays in the hands of the player and the effect on the game is detached from it (there is no 1-1 binding between cards and effects)
the card itself can sit back on the deck, while the effects of what it did are still alive on the board.
a card can have a representation (drawing methods) and react to the touch in a way, where instead the BoardElement can be evenly a 3d miniature with animation
See [https://en.wikipedia.org/wiki/Composition_over_inheritance for further details]. I'd like to quote:
Composition also provides a more stable business domain in the long term as it is less prone to the quirks of the family members.In other words, it is better to compose what an object can do (HAS - A) than extend what it is(IS - A).[1]
A BoardCard/Element can be something like this:
//the card placed on the board.
class BoardElement {
public:
BoardElement() {}
virtual ~BoardElement() {};
//up to you if you want to add a read() methods to read data from the card description (XML / JSON / binary data)
// but that should not be part of the interface. Talking about a potential "Wizard", it's probably more related to the WizardCard - WizardElement relation/implementation
//some helpful methods:
// to be called by the board when placed
virtual void OnBoard() {}
virtual void Frame(const float time) { /*do something time based*/ }
virtual void Draw() {}
// to be called by the board when removed
virtual void RemovedFromBoard() {}
};
the Card could represent something to be used in a deck or in the user's hands, I'll add an interface of that kind
class Card {
public:
Card() {}
virtual ~Card() {}
//that will be invoked by the user in order to provide something to the Board, or NULL if nothing should be added.
virtual std::shared_ptr<BoardElement*> getBoardElement() { return nullptr; }
virtual void Frame(const float time) { /*do something time based*/ }
virtual void Draw() {}
//usefull to handle resources or internal states
virtual void OnUserHands() {}
virtual void Dropped() {}
};
I'd like to add that this pattern allows many tricks inside the getBoardElement() method, from acting as a factory (so something should be spawned with its own lifetime),
returning an Card data member such as a std:shared_ptr<BoardElement> wizard3D; (as example), create a binding between the Card and the BoardElement as for:
class WizardBoardElement : public BoardElement {
public:
WizardBoardElement(const Card* owner);
// other members omitted ...
};
The binding can be useful in order to read some configuration data or whatever...
So inheritance from Card and from BoardElement will be used to implement the features exposed by the base classes and not for providing other methods that can be reached only through a dynamic_cast.
For completeness:
class Player {
void add(Card* card) {
//..
card->OnUserHands();
//..
}
void useCard(Card* card) {
//..
//someway he's got to retrieve the board...
getBoard()->add(card->getBoardElement());
//..
}
Card const* get_card();
};
class Board {
void add(BoardElement* el) {
//..
el->OnBoard();
//..
}
};
In that way, we have no dynamic_cast, Player and board do simple things without knowing about the inner details of the card they are handled, providing good separations between the different objects and increasing maintainability.
Talking about the ActionCard, and about "effects" that may be applied to other players or your avatar, we can think about having a method like:
enum EffectTarget {
MySelf, //a player on itself, an enemy on itself
MainPlayer,
Opponents,
StrongOpponents
//....
};
class Effect {
public:
//...
virtual void Do(Target* target) = 0;
//...
};
class Card {
public:
//...
struct Modifiers {
EffectTarget eTarget;
std::shared_ptr<Effect> effect;
};
virtual std::vector<Modifiers> getModifiers() { /*...*/ }
//...
};
class Player : public Target {
public:
void useCard(Card* card) {
//..
//someway he's got to retrieve the board...
getBoard()->add(card->getBoardElement());
auto modifiers = card->getModifiers();
for each (auto modifier in modifiers)
{
//this method is supposed to look at the board, at the player and retrieve the instance of the target
Target* target = getTarget(modifier.eTarget);
modifier.effect->Do(target);
}
//..
}
};
That's another example of the same pattern to apply the effects from the card, avoiding the cards to know details about the board and it's status, who is playing the card, and keep the code in Player pretty simple.
Hope this may help,
Have a nice day,
Stefano.
What have I designed badly?
The problem is that you always need to extend that code whenever a new type of Card is introduced.
How could I avoid dynamic_cast?
The usual way to avoid that is to use interfaces (i.e. pure abstract classes):
struct ICard {
virtual bool can_put_on_board() = 0;
virtual ~ICard() {}
};
class BoardCard : public ICard {
public:
bool can_put_on_board() { return true; };
};
class ActionCard : public ICard {
public:
bool can_put_on_board() { return false; };
};
This way you can simply use a reference or pointer to ICard and check, if the actual type it holds can be put on the Board.
But I cannot find any article with appropriate usage (showing good design, not just "how to use").
In general I'd say there aren't any good, real life use cases for dynamic cast.
Sometimes I have used it in debug code for CRTP realizations like
template<typename Derived>
class Base {
public:
void foo() {
#ifndef _DEBUG
static_cast<Derived&>(*this).doBar();
#else
// may throw in debug mode if something is wrong with Derived
// not properly implementing the CRTP
dynamic_cast<Derived&>(*this).doBar();
#endif
}
};
I think that I would end up with something like this (compiled with clang 5.0 with -std=c++17). I'm couroius about your comments. So whenever I want to handle different types of Cards I need to instantiate a dispatcher and supply methods with proper signatures.
#include <iostream>
#include <typeinfo>
#include <type_traits>
#include <vector>
template <class T, class... Args>
struct any_abstract {
static bool constexpr value = std::is_abstract<T>::value || any_abstract<Args...>::value;
};
template <class T>
struct any_abstract<T> {
static bool constexpr value = std::is_abstract<T>::value;
};
template <class T, class... Args>
struct StaticDispatcherImpl {
template <class P, class U>
static void dispatch(P* ptr, U* object) {
if (typeid(*object) == typeid(T)) {
ptr->do_dispatch(*static_cast<T*>(object));
return;
}
if constexpr (sizeof...(Args)) {
StaticDispatcherImpl<Args...>::dispatch(ptr, object);
}
}
};
template <class Derived, class... Args>
struct StaticDispatcher {
static_assert(not any_abstract<Args...>::value);
template <class U>
void dispatch(U* object) {
if (object) {
StaticDispatcherImpl<Args...>::dispatch(static_cast<Derived *>(this), object);
}
}
};
struct Card {
virtual ~Card() {}
};
struct BoardCard : Card {};
struct ActionCard : Card {};
struct Board {
void put_card(BoardCard const& card, int const row, int const column) {
std::cout << "Putting card on " << row << " " << column << std::endl;
}
};
struct UI : StaticDispatcher<UI, BoardCard, ActionCard> {
void do_dispatch(BoardCard const& card) {
std::cout << "Get row to put: ";
int row;
std::cin >> row;
std::cout << "Get row to put:";
int column;
std::cin >> column;
board.put_card(card, row, column);
}
void do_dispatch(ActionCard& card) {
std::cout << "Handling action card" << std::endl;
}
private:
Board board;
};
struct Game {};
int main(int, char**) {
Card* card;
ActionCard ac;
BoardCard bc;
UI ui;
card = &ac;
ui.dispatch(card);
card = &bc;
ui.dispatch(card);
return 0;
}
As I can't see why you wouldn't use virtual methods, I'm just gonna present, how I would do it. First I have the ICard interface for all cards. Then I would distinguish, between the card types (i.e. BoardCard and ActionCard and whatever cards you have). And All the cards inherit from either one of the card types.
class ICard {
virtual void put_card(Board* board) = 0;
virtual void accept(CardVisitor& visitor) = 0; // See later, visitor pattern
}
class ActionCard : public ICard {
void put_card(Board* board) final {
// std::cout << "You can't put Action Cards on the board << std::endl;
// Or just do nothing, if the decision of putting the card on the board
// is not up to the user
}
}
class BoardCard : public ICard {
void put_card(Board* board) final {
// Whatever implementation puts the card on the board, mb something like:
board->place_card_on_board(this);
}
}
class SomeBoardCard : public BoardCard {
void accept(CardVisitor& visitor) final { // visitor pattern
visitor.visit(this);
}
void print_information(); // see BaseCardVisitor in the next code section
}
class SomeActionCard : public ActionCard {
void accept(CardVisitor& visitor) final { // visitor pattern
visitor.visit(this);
}
void print_information(); // see BaseCardVisitor
}
class Board {
void put_card(ICard* const card) {
card->put_card(this);
}
void place_card_on_board(BoardCard* card) {
// place it on the board
}
}
I guess the user has to know somehow what card he has drawn, so for that I would implement the visitor pattern. You could also place the accept-method, which I placed in the most derived classes/cards, in the card types (BoardCard, ActionCard), depeneding on where you want to draw the line on what information shall be given to the user.
template <class T>
class BaseCardVisitor {
void visit(T* card) {
card->print_information();
}
}
class CardVisitor : public BaseCardVisitor<SomeBoardCard>,
public BaseCardVisitor<SomeActionCard> {
}
class Player {
void add_card(ICard* card);
ICard const* get_card();
void what_is_this_card(ICard* card) {
card->accept(visitor);
}
private:
CardVisitor visitor;
};
Hardly a complete answer but just wanted to pitch in with an answer similar to Mark Ransom's but just very generally speaking, I've found downcasting to be useful in cases where duck typing is really useful. There can be certain architectures where it is very useful to do things like this:
for each object in scene:
{
if object can fly:
make object fly
}
Or:
for each object in scene that can fly:
make object fly
COM allows this type of thing somewhat like so:
for each object in scene:
{
// Request to retrieve a flyable interface from
// the object.
IFlyable* flyable = object.query_interface<IFlyable>();
// If the object provides such an interface, make
// it fly.
if (flyable)
flyable->fly();
}
Or:
for each flyable in scene.query<IFlyable>:
flyable->fly();
This implies a cast of some form somewhere in the centralized code to query and obtain interfaces (ex: from IUnknown to IFlyable). In such cases, a dynamic cast checking run-time type information is the safest type of cast available. First there might be a general check to see if an object provides the interface that doesn't involve casting. If it doesn't, this query_interface function might return a null pointer or some type of null handle/reference. If it does, then using a dynamic_cast against RTTI is the safest thing to do to fetch the actual pointer to the generic interface (ex: IInterface*) and return IFlyable* to the client.
Another example is entity-component systems. In that case instead of querying abstract interfaces, we retrieve concrete components (data):
Flight System:
for each object in scene:
{
if object.has<Wings>():
make object fly using object.get<Wings>()
}
Or:
for each wings in scene.query<Wings>()
make wings fly
... something to this effect, and that also implies casting somewhere.
For my domain (VFX, which is somewhat similar to gaming in terms of application and scene state), I've found this type of ECS architecture to be the easiest to maintain. I can only speak from personal experience, but I've been around for a long time and have faced many different architectures. COM is now the most popular style of architecture in VFX and I used to work on a commercial VFX application used widely in films and games and archviz and so forth which used a COM architecture, but I've found ECS as popular in game engines even easier to maintain than COM for my particular case*.
One of the reasons I find ECS so much easier is because the bulk of the systems in this domain like PhysicsSystem, RenderingSystem, AnimationSystem, etc. boil down to just data transformers and the ECS model just fits beautifully for that purpose without abstractions getting in the way. With COM in this domain, the number of subtypes implementing an interface like a motion interface like IMotion might be in the hundreds (ex: a PointLight which implements IMotion along with 5 other interfaces), requiring hundreds of classes implementing different combinations of COM interfaces to maintain individually. With the ECS, it uses a composition model over inheritance, and reduces those hundreds of classes down to just a couple dozen simple component structs which can be combined in endless ways by the entities that compose them, and only a handful of systems have to provide behavior: everything else is just data which the systems loop through as input to then provide some output.
Between legacy codebases that used a bunch of global variables and brute force coding (ex: sprinkling conditionals all over the place instead of using polymorphism), deep inheritance hierarchies, COM, and ECS, in terms of maintainability for my particular domain, I'd say ECS > COM, while deep inheritance hierarchies and brute force coding with global variables all over the place were both incredibly hard to maintain (OOP using deep inheritance with protected data fields is almost as hard to reason about in terms of maintaining invariants as a boatload of global variables IMO, but further can invite the most nightmarish cascading changes spilling across entire hierarchies if designs need to change -- at least the brute force legacy codebase didn't have the cascading problem since it was barely reusing any code to begin with).
COM and ECS are somewhat similar except with COM, the dependencies flow towards central abstractions (COM interfaces provided by COM objects, like IFlyable). With an ECS, the dependencies flow towards central data (components provided by ECS entities, like Wings). At the heart of both is often the idea that we have a bunch of non-homogeneous objects (or "entities") of interest whose provided interfaces or components are not known in advance, since we're accessing them through a non-homogeneous collection (ex: a "Scene"). As a result we need to discover their capabilities at runtime when iterating through this non-homogeneous collection by either querying the collection or the objects individually to see what they provide.
Either way, both involve some type of centralized casting to retrieve either an interface or a component from an entity, and if we have to downcast, then a dynamic_cast is at least the safest way to do that which involves runtime type checking to make sure the cast is valid. And with both ECS and COM, you generally only need one line of code in the entire system which performs this cast.
That said, the runtime checking does have a small cost. Typically if dynamic_cast is used in COM and ECS architectures, it's done in a way so that a std::bad_cast should never be thrown and/or that dynamic_cast itself never returns nullptr (the dynamic_cast is just a sanity check to make sure there are no internal programmer errors, not as a way to determine if an object inherits a type). Another type of runtime check is made to avoid that (ex: just once for an entire query in an ECS when fetching all PosAndVelocity components to determine which component list to use which is actually homogeneous and only stores PosAndVelocity components). If that small runtime cost is non-negligible because you're looping over a boatload of components every frame and doing trivial work to each, then I found this snippet useful from Herb Sutter in C++ Coding Standards:
template<class To, class From> To checked_cast(From* from) {
assert( dynamic_cast<To>(from) == static_cast<To>(from) && "checked_cast failed" );
return static_cast<To>(from);
}
template<class To, class From> To checked_cast(From& from) {
assert( dynamic_cast<To>(from) == static_cast<To>(from) && "checked_cast failed" );
return static_cast<To>(from);
}
It basically uses dynamic_cast as a sanity check for debug builds with an assert, and static_cast for release builds.

Extending Class via Multiple Private Inheritance - Is this a thing?

I'm trying to encapsulate existing functionality in a wide swathe of classes so it can be uniformly modified (e.g. mutexed, optimized, logged, etc.) For some reason, I've gotten it into my head that (multiple) private inheritance is the way to go, but I can't find what led me to that conclusion.
The question is: what is the name for what I am trying to do, and where I can see it done right?
What I think this isn't:
Decorator: All the descriptions I see for this pattern wrap a class to provide extra methods as viewed from the outside. I want to provide functionality to the inside (extract existing as well as add additional.)
Interface: This is close, because the functionality has a well-defined interface (and one I would like to mock for testing.) But again this pattern deals with the view from the outside.
I'm also open to alternatives, but the jackpot here is finding an article on it written by someone much smarter than me (a la Alexandrescu, Meyers, Sutter, etc.)
Example code:
// Original code, this stuff is all over
class SprinkledFunctionality
{
void doSomething()
{
...
int id = 42;
Db* pDb = Db::getDbInstance(); // This should be a reference or have a ptr check IRL
Thing* pThing = pDb->getAThing(id);
...
}
}
// The desired functionality has been extracted into a method, so that's good
class ExtractedFunctionality
{
void doSomething()
{
...
int id = 42;
Thing* pThing = getAThing(id);
...
}
protected:
Thing* getAThing(int id)
{
Db* pDb = Db::getDbInstance();
return pDb->getAThing(id);
}
}
// What I'm trying to do, or want to emulate
class InheritedFunctionality : private DbAccessor
{
void doSomething()
{
...
int id = 42;
Thing* pThing = getAThing(id);
...
}
}
// Now modifying this affects everyone who accesses the DB, which is even better
class DbAccessor
{
public:
Thing* getAThing(int id)
{
// Mutexing the DB access here would save a lot of effort and can't be forgotten
std::cout << "Getting thing #" << id << std::endl; // Logging is easier
Db* pDb = Db::getDbInstance(); // This can now be a ptr check in one place instead of 100+
return = pDb->getAThing(id);
}
}
One useful technique you might be overlooking is the non-virtual interface (NVI) as coined by Sutter in his writings about virtuality. It requires a slight inversion of the way you're looking at it, but is intended to address those precise concerns. It also tackles those concerns from within as opposed, to say, decorator which is about extending functionality non-intrusively from the outside.
class Foo
{
public:
void something()
{
// can add all the central code you want here for logging,
// mutex locking/unlocking, instrumentation, etc.
...
impl_something();
...
}
private:
virtual void impl_something() = 0;
};
The idea is to favor non-virtual functions for your public interfaces, but make them call virtual functions (with private or protected access) which are overridden elsewhere. This gives you both the extensibility you typically get with inheritance while retaining central control (something otherwise often lost).
Now Bar can derive from Foo and override impl_something to provide specific behavior. Yet you retain the central control in Foo to add whatever you like and affect all subclasses in the Foo hierarchy.
Initially Foo::something might not even do anything more than call Foo::impl_something, but the value here is the breathing room that provides in the future to add any central code you want -- something which can otherwise be very awkward if you're looking down at a codebase which has a boatload of dependencies directly to virtual functions. By depending on a public non-virtual function which depends on an overridden, non-public virtual function, we gain an intermediary site to which we can add all the central code we like.
Note that this can be overkill too. Everything can be overkill in SE, as a simple enough program might actually be the easiest to maintain if it just used global variables and a big main function. All of these techniques have trade-offs, but the pros begin to outweigh the cons with sufficient scale, complexity, changing requirements*.
* I noticed in one of your other questions that you wrote that the right tool for the job should have zero drawbacks, but everything tends to have drawbacks, everything is a trade-off. It's whether the pros outweigh the cons that ultimately determines whether it was a good design decision, and it's far from easy to realize all of this in foresight instead of hindsight.
As for your example:
// What I'm trying to do, or want to emulate
class InheritedFunctionality : private DbAccessor
{
void doSomething()
{
...
int id = 42;
Thing* pThing = getAThing(id);
...
}
}
... there is a significantly tighter coupling here than is necessary for this example. There might be more to it than you've shown which makes private inheritance a necessity, but otherwise composition would generally loosen the coupling considerably without much extra effort, like so:
class ComposedFunctionality
{
...
void doSomething()
{
...
int id = 42;
Thing* pThing = dbAccessor.getAThing(id);
...
}
...
private:
DbAccessor dbAccessor;
};
Basically what you're doing is decoupling the way you getAThing from the way you doSomething. Looks a lot like the Factory Method object-oriented design pattern. Have a look here:
Factory Method Pattern

C++ virtual method: best way to use base implementation with an addition

Say I have the following classes:
class Airplane
{
virtual bool Fly(uint64_t destinationID)
{
//Do what an airplane does to be flown.
}
/*
* More function and data members.
*/
}
class SomeModel: public Airplane
{
virtual bool Fly(uint64_t destinationID);
{
//Do something that SomeModel specifically should do before it gets flying.
//Do exactly what Airplane::Fly does.
}
}
My question is how to implement SomeModel::Fly. One simple way is as follows:
virtual bool SomeModel::Fly(uint64_t destinationID)
{
//Do something that SomeModel specifically should do before it gets flying.
Airplane::Fly(destinationID);
}
Is there a nicer way of doing it? Or is there another reason for choosing another way. I know this is a general question but it's the first time I have to implement such a method so I want to make sure I'm not missing anything.
EDIT
I find it worth to emphasize that Airplane is not a general or abstract class, many Airplane in the company are just airplanes and appear as such without any inhritance, there is one specific model though that has some specific behavior.
This really depends on what you are trying to achieve. Your example is certainly valid and one solution to one type of problem (where a some setup or other variations are required early on).
Another variant on this theme is to use a virtual setup, and then a common "fly" method.
So:
class Airplane
{
bool Fly(uint64_t destinationID)
{
SetupForFlight();
// do actual flying stuff
...
...
}
virtual void SetupForFlight() { // do nothing for standard airplane }
}
class Boeing747: public Airplane
{
...
void SetupForFLight()
{
... do stuff that needs to be set up here.
}
...
}
There are benefits with both of these methods, and it will probably depend on what you are modelling which is better.
Of course, you could have a AfterLanding type function at the end of Fly as well.
Just out of curiousity, are there so many destinations that you need a 64-bit value for them - I've never really considered it, just curious.
Edit: I think what I'm describing is a "Template method pattern". I'm not great with names for these things, I just know how it's working....

supplying dependency through base class

I have a list of Parts and some of them need a pointer to an Engine, lets call them EngineParts. What I want is to find these EngineParts using RTTI and then give them the Engine.
The problem is how to design the EnginePart. I have two options here, described below, and I don't know which one to choose.
Option 1 is faster because it does not have a virtual function.
Option 2 is easier if I want to Clone() the object because without data it does not need a Clone() function.
Any thoughts? Maybe there is a third option?
Option 1:
class Part;
class EnginePart : public Part {
protected: Engine *engine
public: void SetEngine(Engine *e) {engine = e}
};
class Clutch : public EnginePart {
// code that uses this->engine
}
Option 2:
class Part;
class EnginePart : public Part {
public: virtual void SetEngine(Engine *e)=0;
};
class Clutch : public EnginePart {
private: Engine *engine;
public: void SetEngine(Engine *e) { engine = e; }
// code that uses this->engine
}
(Note that the actual situation is a bit more involved, I can't use a simple solution like creating a separate list for EngineParts)
Thanks
Virtual functions in modern compilers (from about the last 10 years) are very fast, especially for desktop machine targets, and that speed should not affect your design.
You still need a clone method regardless, if you want to copy from a pointer-/reference-to-base, as you must allow for (unknown at this time) derived classes to copy themselves, including implementation details like vtable pointers. (Though if you stick to one compiler/implementation, you can take shortcuts based on it, and just re-evaluate those every time you want to use another compiler or want to upgrade your compiler.)
That gets rid of all the criteria you've listed, so you're back to not knowing how to choose. But that's easy: choose the one that's simplest for you to do. (Which that is, I can't say based of this made-up example, but I suspect it's the first.)
Too bad that the reply stating that 'a part cannot hold the engine' is deleted because that was actually the solution.
Since not the complete Engine is needed, I found a third way:
class Part;
class EngineSettings {
private:
Engine *engine
friend class Engine;
void SetEngine(Engine *e) {engine = e}
public:
Value* GetSomeValue(params) { return engine->GetSomeValue(params); }
};
class Clutch : public Part, public EngineSettings {
// code that uses GetSomeValue(params) instead of engine->GetSomeValue(params)
}
Because GetSomeValue() needs a few params which Engine cannot know, there is no way it could "inject" this value like the engine pointer was injected in option 1 and 2. (Well.. unless I also provide a virtual GetParams()).
This hides the engine from the Clutch and gives me pretty much only one way to code it.