Recursive Strategy Pattern - c++

I am designing some classes for my project in C++ at the moment but I got a problem.
I want to create a camera class which holds all the needed values (e.g. transformation matrices) but the function which renders the camera should be exchangeable. This sounds like a usual case for the strategy pattern. Thus I created an interface which defines the render-function and gave the the camera class a pointer to this interface.
The problem is that the render function needs access to all the data in the camera class and therefore I gave this function a pointer to the camera class as a parameter. It looks like this:
#include "ICameraRender.h"
class Camera{
private:
ICameraRender* _cameraRender;
public:
Camera();
Camera(ICameraRender& cameraRender);
~Camera();
void renderCamera(){ _cameraRender->render(this); }
void setCameraRender(ICameraRender& cameraRender);
/..../
};
class ICameraRender{
public:
virtual ~ICameraRender(){
}
//Override me
virtual void render(Camera* camera) = 0;
};
This doesn't seem to be an elegant solution due to the liability to an infity loop (calling camera->renderCamera() in the render-function in ICameraRender). Is there a better solution to this problem?
Regards
EDIT:
I came up with another solution. Since the function which operates on the camera's data, only needs access to the data I thought I could split up the camera class itself. A class called Camera and CameraModel. The last one holds all the needed data and the first one does operations on it.
Therefore I just have to pass a pointer to CameraModel to my function:
class CameraModel{
private:
/...data.../
public:
/...setter and getter.../
};
class Camera{
private:
CameraModel* _cameraModel;
ICameraRender* _cameraRender;
public:
Camera();
Camera(ICameraRender& cameraRender);
~Camera();
void renderCamera(){ _cameraRender->render(_cameraModel); }
void setCameraRender(ICameraRender& cameraRender);
/..../
};
class ICameraRender{
public:
virtual ~ICameraRender(){
}
//Override me
virtual void render(CameraModel* cameraModel) = 0;
};
Now the render-function (which only calculates new values for the camera according to user input) does no longer have access to the renderCamera-function.
What do you think about this solution?
Regards Stan

You're right, it does seem like a bad design. :)
I don't see why a camera render needs access to a camera. I'm sure you can pass something else as parameter. The render doesn't need access to all the camera members, so you can just pass the ones it needs (and, if there's a lot of them, wrap them in a structure CameraConfig or something like that).
If the different renders need different parameters, you can make a separate hierarchy with ICameraConfig.

This is probably a great time to use Policy-based design to implement the strategy pattern, especially since you're using C++ and you're probably targeting a compiler older than 2002. (Since C++'s templating mechanism is so awesome, we can get the strategy pattern for free this way!)
First: Make your class accept the strategy/policy class (in this case, your ICameraRenderer) at a template parameter. Then, specify that you are using a certain method from that template parameter. Make calls to that method in the camera class...
Then implement your strategies as a plain old class with a render() method!
This will look something like this:
class Camera<RenderStrategy>{
using RenderStrategy::render;
/// bla bla bla
public:
void renderCamera(){ render(cameraModel); }
};
class SpiffyRender{
public:
void render(CameraModel orWhateverTheParameterIs){ // some implementation goes somewhere }
};
Whenever you want to make a camera that uses one of those policy/strategies:
// the syntax will be a bit different, my C++ chops are rusty;
// in general: you'll construct a camera object, passing in the strategy to the template parameter
auto SpiffyCamera = new Camera<SpiffyRender>();
(Since your renderer strategy doesn't have any state, that makes this approach even more favorable)
If you are changing your renderer all the time, then this pattern / approach becomes less favorable... but if you have a camera that always renders the same way, this is a slightly nicer approach. If your renderer has state, you can still use this method; but you'll want a reference to the instance inside the class, and you won't use the Using:: statement. (In general, with this, you write less boilerplate, don't need to make any assignments or allocations at runtime, and the compiler works for you)
For more about this,see: http://en.wikipedia.org/wiki/Policy-based_design
Or read Modern C++ Design... it's a great read, anyways! http://www.amazon.com/Modern-Design-Generic-Programming-Patterns/dp/0201704315
As an unrelated aside: You may want to look into some of the goodness that C++x11 gives you. It'll really clean up your code and make it safer. (Especially the shared/unique/etc ptr classes.)

Related

Downcast from a container of Base* to Derived* without explicit conversion

I am writing a scientific code which needs to create 3-dimensional cells, defined by a set of faces, which are defined by a set of vertices.
These 3 classes (Cell, Face, Vertex) are derived respectively from some generic geometry classes (Polyhedron, Polygon, Point) which implement some geometric routines like Polygon::CalculateArea().
The Face class adds to the Polygon class with additional data and functions required for the science, like Face::Interpolate(). I don't want to make these member functions virtual in the base class (Polygon).
Now, the problem. I initialize a Cell with a vector of pointers to Face, which is handled by the base class Polyhedron constructor, which upcasts the Face* to Polygon*:
Polyhedron::Polyhedron( std::initializer_list<Polygon*> polygons );
Later, I want to access the Face* stored in a Cell so that I can call Face::Interpolate(), but it has been stored as a Polygon* and thus has no member function Polygon::Interpolate(). I can downcast it manually back to a Face* which works, but is not very clean. The user of the code has to do something like:
Face * temp_face = (Face*)cell->GetFaces()[0]; // Could use static_cast
temp_face->Interpolate();
which is not obvious.
I want the interface to be transparent, so that this just works:
cell->GetFaces()[0]->Interpolate();
I can think of two or three ways to achieve this. I'm looking for a better solution or feedback of which of these is recommended:
In Cell::GetFaces() which currently just inherits from Polyhedron::GetPolygons() I could create a wrapper that copies the std::vector<Polygon*> to a new vector std::vector<Face*>. This seems sloppy to me, not easy to maintain, inefficient and prone to errors.
Instead of storing std::vector<Polygon*> I could store std::vector<std::shared_ptr<Polygon>>. From what I understand, these smart pointers retain type-awareness so that they can call the right destructor, but they might just store a reference to the destructor depending on implementation. I don't want to use shared_ptr for performance purposes -- I know they're good and friendly, but I'm creating millions of these Polygons and its easy to destroy them in the right place. I can't use unique_ptr easily because of the copy-constructor used in std::initializer_list constructors.
Template the whole Polyhedron class, replacing every instance of Polygon* with F* and checking that F is a base of Polygon:
template<typename F = Polygon>
typename std::enable_if<std::is_base_of<Polygon, F>::value, void>::type
class Polyhedron
and then inheriting from a parent with a given typename:
class Cell : public Polyhedron<Face>
This seems like the best method to me, since it has the least boilerplate and nothing exposed to the user; but it still feels messy, especially in the "real" case where there might be multiple types that would all have to be specified:
class Cell: public Polyhedron<Face,Vertex,type3,type4,type5,...>
Is there a a better way? Perhaps a means of retaining type in the original vector (or some other container)?
If not, which of the above methods is the best practice and why?
Edit:
Here's an abstracted view of the problem. The problem occurs when trying to run sumOfSomethingSpecific(). In my actual problem, that function is inside a derived class Derived_B, which is designed to work with Derived_A, but for the sake of the problem, it makes no difference.
class Base_A
{
public:
Base_A();
~Base_A();
// I don't want virtual doSomethingSpecific() here.
};
class Derived_A
{
public:
using Base_A::Base_A;
double doSomethingSpecific();
};
// I could template this whole class
// template <typename T>
// where T replaces Base_A
class B
{
public:
// This can be initialized with:
// std::vector<Derived_A*>
// which is what I want to do, but we lose info about doSomethingSpecific()
// even if I write a separate constructor its still stored as
// std::vector<Base_A*>
B(std::vector<Base_A*> v) : v(v) {};
~B();
double sumOfSomethingSpecific()
{
double sum = 0;
for(auto&& A : v) {
// Can't do this, A is a pointer of type Base_A*, but this is the abstraction that I want to achieve
sum += A->doSomethingSpecific();
// Could do this, but its ugly and error-prone
Derived_A* tempA = (Derived_A*)A;
sum += tempA->doSomethingSpecific();
}
return sum;
}
protected:
std::vector<Base_A*> v;
};
First most of issues you're facing here are not about programming, are about design.
... class with additional data and functions required for the science, like Face::Interpolate(). I don't want to make these member functions virtual in the base class (Polygon). ...
Well, don't do that, but then you have to realize that you're adding complexity to the code you need to implement such design desicion.
However, if every polygon can be "interpolated" then you should have a virtual function (or better yet a pure virtual function) in your Polygon class.
Said that, with the code as it is, in order to add transparency to the API you declare you get_* functions as:
void GetFaces(std::vector<Face *> &faces);
that way is clear for the user that he/she has to provide a reference to a vector of faces to get the result. Lets see how this change your code:
// Face * temp_face = (Face*)cell->GetFaces()[0]; // Could use static_cast
std::vector<Face *> temp_faces;
cell->GetFaces(temp_faces);
//temp_face->Interpolate();
temp_faces[0]->Interpolate();
This way the down-cast is performed implicitly.
About your question: Is there a a better way? Yes, redesign your classes.
About your example:
I will ask you to think a moment about this:
struct Base {};
struct Derived_A: Base { double doSomethingSpecific(); };
struct Derived_B: Base { double doSomethingSpecific(); };
int main()
{
std::vector<Base*> base_v = {/*suppose initialization here*/};
base_v[0]->doSomethingSpecific(); // Which function must be called here?
// Derived_A::doSomethingSpecific or
// Derived_B::doSomethingSpecific.
}
At some point you will have to tell wich type you want call the function on.
The level of abstraction you want, does not exists in C++. The compiler needs to know the type of an object in order to perform (compile) a call to one of its member functions.
Another approach you can try (I still recommend to redesign):
If you have the need of manipulating several distinct types in a uniform manner. Perhaps you want to take a look at Boot.Variant library.
I struggled with a similar problem in one of my projects. The solution I used was to give ownership of the actual objects to the most-derived class, give the base class a copy of the objects, and use a virtual function to keep the copy up-to-date as objects are added/removed:
class Polyhedron {
protected:
bool _polygons_valid = false;
std::vector<Polygon*> _polygons;
virtual void RebuildPolygons() = 0;
public:
std::vector<Polygon*>& GetPolygons()
{
if (!_polygons_valid) {
RebuildPolygons();
_polygons_valid = true;
}
return _polygons;
}
/*Call 'GetPolygons()' whenever you need access to the list of polygons in base class*/
};
class Cell: public Polyhedron {
private:
std::vector<Face*> _faces; //Remember to set _polygons_valid = false when modifying the _faces vector.
public:
Cell(std::initializer_list<Face*> faces):
_faces(faces) {}
//Reimplement RebuildPolygons()
void RebuildPolygons() override
{
_polygons.clear();
for (Face* face : _faces)
_polygons.push_back(face);
}
};
This design has the benefits of clear ownership (most-derived class is owner), and that copying and upcasting the vector of object pointers is done only when needed. The downside is that you have two copies of essentially the same thing; a vector of pointers to objects. The design is very flexible too, since any class derived from Polyhedron only has to implement the RebuildPolygons() function, using a vector of any type derived from Polygon.

Object Orientation: How to Choose from a Number of Implementations

I am a decent procedural programmer, but I am a newbie to object orientation (I was trained as an engineer on good old Pascal and C). What I find particularly tricky is choosing one of a number of ways to achieve the same thing. This is especially true for C++, because its power allows you to do almost anything you like, even horrible things (I guess the power/responsibility adage is appropriate here).
I thought it might help me to run one particular case that I'm struggling with by the community, to get a feel for how people go about making these choices. What I'm looking for is both advice pertinent to my specific case, and also more general pointers (no pun intended). Here goes:
As an exercise, I am developing a simple simulator where a "geometric representation" can be of two types: a "circle", or a "polygon". Other parts of the simulator will then need to accept these representations, and potentially deal with them differently. I have come up with at least four different ways in which to do this. What are the merits/drawbacks/trade-offs of each?
A: Function Overloading
Declare Circle and Polygon as unrelated classes, and then overload each external method that requires a geometric representation.
B: Casting
Declare an enum GeometricRepresentationType {Circle, Polygon}. Declare an abstract GeometricRepresentation class and inherit Circle and Polygon from it. GeometricRepresentation has a virtual GetType() method that is implemented by Circle and Polygon. Methods then use GetType() and a switch statement to cast a GeometricRepresentation to the appropriate type.
C: Not Sure of an Appropriate Name
Declare an enum type and an abstract class as in B. In this class, also create functions Circle* ToCircle() {return NULL;} and Polygon* ToPolygon() {return NULL;}. Each derived class then overloads the respective function, returning this. Is this simply a re-invention of dynamic casting?
D: Bunch Them Together
Implement them as a single class having an enum member indicating which type the object is. The class has members that can store both representations. It is then up to external methods not to call silly functions (e.g. GetRadius() on a polygon or GetOrder() on a circle).
Here are a couple of design rules (of thumb) that I teach my OO students:
1) any time you would be tempted to create an enum to keep track of some mode in an object/class, you could (probably better) create a derived class for each enum value.
2) any time you write an if-statement about an object (or its current state/mode/whatever), you could (probably better) make a virtual function call to perform some (more abstract) operation, where the original then- or else-sub-statement is the body of the derived object's virtual function.
For example, instead of doing this:
if (obj->type() == CIRCLE) {
// do something circle-ish
double circum = M_PI * 2 * obj->getRadius();
cout << circum;
}
else if (obj->type() == POLY) {
// do something polygon-ish
double perim = 0;
for (int i=0; i<obj->segments(); i++)
perm += obj->getSegLength(i);
cout << perim;
}
Do this:
cout << obj->getPerimeter();
...
double Circle::getPerimeter() {
return M_PI * 2 * obj->getRadius();
}
double Poly::getPerimeter() {
double perim = 0;
for (int i=0; i<segments(); i++)
perm += getSegLength(i);
return perim;
}
In the case above it is pretty obvious what the "more abstract" idea is, perimeter. This will not always be the case. Sometimes it won't even have a good name, which is one of the reasons it's hard to "see". But, you can convert any if-statement into a virtual function call where the "if" part is replaced by the virtual-ness of the function.
In your case I definitely agree with the answer from Avi, you need a base/interface class and derived subclasses for Circle and Polygon.
Most probably you'll have common methods between the Polygon and Circle. I'd combine them both under an interface named Shape, for example(writing in java because it's fresher in my mind syntax-wise. But that's what I would use if I wrote c++ example. It's just been a while since I wrote c++):
public interface Shape {
public double getArea();
public double getCentroid();
public double getPerimiter();
}
And have both Polygon and Circle implement this interface:
public class Circle implements Shape {
// Implement the methods
}
public class Polygon implements Shape {
// Implement the methods
}
What are you getting:
You can always treat Shape as a generelized object with certain properties. You'll be able to add different Shape implementations in the future without changing the code that does something with Shape (unless you'll have something specific for a new Shape)
If you have methods that are exactly the same, you can replace the interface with abstract class and implement those (in C++ interface is just an abstract class with nothing implemented)
Most importantly (I'm emphesizing bullet #1) - you'll enjoy the power of polymorphism. If you use enums to declare your types, you'll one day have to change a lot of places in the code if you want to add new shape. Whereas, you won't have to change nothing for a new class the implements shape.
Go through a C++ tutorial for the basics, and read something like Stroustrup's "The C++ programming language" to learn how to use the language idiomatically.
Do not believe people telling you you'd have to learn OOP independent of the language. The dirty secret is that what each language understands as OOP is by no means even vaguely similar in some cases, so having a solid base in, e.g. Java, is not really a big help for C++; it goes so far that the language go just doesn't have classes at all. Besides, C++ is explicitly a multi-paradigm language, including procedural, object oriented, and generic programming in one package. You need to learn how to combine that effectively. It has been designed for maximal performance, which means some of the lower-bit stuff shows through, leaving many performance-related decisions in the hands of the programmer, where other languages just don't give options. C++ has a very extensive library of generic algorithms, learning to use those is required part of the curriculum.
Start small, so in a couple year's time you can chuckle fondly over the naïveté of your first attempts, instead of pulling your hair out.
Don't fret over "efficiency," use virtual member functions everywhere unless there is a compelling reason not to. Get a good grip on references and const. Getting an object design right is very hard, don't expect the first (or fifth) attempt to be the last.
First, a little background on OOP and how C++ and other languages like Java differ.
People tend to use object-oriented programming for several different purposes:
Generic programming: writing code that is generic; i.e. that works on any object or data that provides a specified interface, without needing to care about the implementation details.
Modularity and encapsulation: preventing different pieces of code from becoming too tightly coupled to each other (called "modularity"), by hiding irrelevant implementation details from its users.
It's another way to think about separation of concerns.
Static polymorphism: customizing a "default" implementation of some behavior for a specific class of objects while keeping the code modular, where the set of possible customizations is already known when you are writing your program.
(Note: if you didn't need to keep the code modular, then choosing behavior would be as simple as an if or switch, but then the original code would need to account for all of the possibilities.)
Dynamic polymorphism: like static polymorphism, except the set of possible customizations is not already known -- perhaps because you expect the user of the library to implement the particular behavior later, e.g. to make a plug-in for your program.
In Java, the same tools (inheritance and overriding) are used for solving basically all of these problems.
The upside is that there's only one way to solve all of the problems, so it's easier to learn.
The downside is a sometimes-but-not-always-negligible efficiency penalty: a solution that resolves concern #4 is more costly than one that only needs to resolve #3.
Now, enter C++.
C++ has different tools for dealing with all of these, and even when they use the same tool (such as inheritance) for the same problem, they are used in such different ways that they are effectively completely different solutions than the classic "inherit + override" you see in Java:
Generic programming: C++ templates are made for this. They're similar to Java's generics, but in fact Java's generics often require inheritance to be useful, whereas C++ templates have nothing to do with inheritance in general.
Modularity and encapsulation: C++ classes have public and private access modifiers, just like in Java. In this respect, the two languages are very similar.
Static polymorphism: Java has no way of solving this particular problem, and instead forces you to use a solution for #4, paying a penalty that you don't necessarily need to pay. C++, on the other hand, uses a combination of template classes and inheritance called CRTP to solve this problem. This type of inheritance is very different from the one for #4.
Dynamic polymorphism: C++ and Java both allow for inheritance and function overriding, and are similar in this respect.
Now, back to your question. How would I solve this problem?
It follows from the above discussion that inheritance isn't the single hammer meant for all nails.
Probably the best way (although perhaps the most complicated way) is to use #3 for this task.
If need be, you can implement #4 on top of it for the classes that need it, without affecting other classes.
You declare a class called Shape and define the base functionality:
class Graphics; // Assume already declared
template<class Derived = void>
class Shape; // Declare the shape class
template<>
class Shape<> // Specialize Shape<void> as base functionality
{
Color _color;
public:
// Data and functionality for all shapes goes here
// if it does NOT depend on the particular shape
Color color() const { return this->_color; }
void color(Color value) { this->_color = value; }
};
Then you define the generic functionality:
template<class Derived>
class Shape : public Shape<> // Inherit base functionality
{
public:
// You're not required to actually declare these,
// but do it for the sake of documentation.
// The subclasses are expected to define these.
size_t vertices() const;
Point vertex(size_t vertex_index) const;
void draw_center(Graphics &g) const { g.draw_pixel(shape.center()); }
void draw_outline()
{
Derived &me = static_cast<Derived &>(*this); // My subclass type
Point p1 = me.vertex(0);
for (size_t i = 1; i < me.vertices(); ++i)
{
Point p2 = me.vertex(1);
g.draw_line(p1, p2);
p1 = p2;
}
}
Point center() const // Uses the methods above from the subclass
{
Derived &me = static_cast<Derived &>(*this); // My subclass type
Point center = Point();
for (size_t i = 0; i < me.vertices(); ++i)
{ center += (center * i + me.vertex(i)) / (i + 1); }
return center;
}
};
Once you do that, you can define new shapes:
template<>
class Square : public Shape<Square>
{
Point _top_left, _bottom_right;
public:
size_t vertices() const { return 4; }
Point vertex(size_t vertex_index) const
{
switch (vertex_index)
{
case 0: return this->_top_left;
case 1: return Point(this->_bottom_right.x, this->_top_left.y);
case 2: return this->_bottom_right;
case 3: return Point(this->_top_left.x, this->_bottom_right.y);
default: throw std::out_of_range("invalid vertex");
}
}
// No need to define center() -- it is already available!
};
This is probably the best method since you most likely already know all possible shapes at compile-time (i.e. you don't expect the user will write a plug-in to define his own shape), and thus don't need any of the whole deal with virtual. Yet it keeps the code modular and separates the concerns of the different shapes, effectively giving you the same benefits as a dynamic-polymorphism approach.
(It is also the most efficient option at run-time, at the cost of being a bit more complicated at compile-time.)
Hope this helps.

Dynamically construct function

I fear something like this is answered somewhere on this site, but I can't find it because I don't even know how to formulate the question. So here's the problem:
I have a voxel drowing function. First I calculate offsets, angles and stuff and after I do drowing. But I make few versions of every function because sometimes I want to copy pixel, sometimes blit, sometimes blit 3*3 square for every pixel for smoothing effect, sometimes just copy pixel to n*n pixels on the screen if object is resized. And there's tons of versions for that small part in the center of a function.
What can I do instead of writing 10 of same functions which differ only by central part of code? For performance reasons, passing a function pointer as an argument is not an option. I'm not sure making them inline will do the trick, because arguments I send differ: sometimes I calculate volume(Z value), sometimes I know pixels are drawn from bottom to top.
I assume there's some way of doing this stuff in C++ everybody knows about.
Please tell me what I need to learn to do this. Thanks.
The traditional OO approaches to this are the template method pattern and the strategy pattern.
Template Method
The first is an extension of the technique described in Vincenzo's answer: instead of writing a simple non-virtual wrapper, you write a non-virtual function containing the whole algorithm. Those parts that might vary, are virtual function calls.
The specific arguments needed for a given implementation, are stored in the derived class object that provides that implementation.
eg.
class VoxelDrawer {
protected:
virtual void copy(Coord from, Coord to) = 0;
// any other functions you might want to change
public:
virtual ~VoxelDrawer() {}
void draw(arg) {
for (;;) {
// implement full algorithm
copy(a,b);
}
}
};
class SmoothedVoxelDrawer: public VoxelDrawer {
int radius; // algorithm-specific argument
void copy(Coord from, Coord to) {
blit(from.dx(-radius).dy(-radius),
to.dx(-radius).dy(-radius),
2*radius, 2*radius);
}
public:
SmoothedVoxelDrawer(int r) : radius(r) {}
};
Strategy
This is similar but instead of using inheritance, you pass a polymorphic Copier object as an argument to your function. Its more flexible in that it decouples your various copying strategies from the specific function, and you can re-use your copying strategies in other functions.
struct VoxelCopier {
virtual void operator()(Coord from, Coord to) = 0;
};
struct SmoothedVoxelCopier: public VoxelCopier {
// etc. as for SmoothedVoxelDrawer
};
void draw_voxels(arguments, VoxelCopier &copy) {
for (;;) {
// implement full algorithm
copy(a,b);
}
}
Although tidier than passing in a function pointer, neither the template method nor the strategy are likely to have better performance than just passing a function pointer: runtime polymorphism is still an indirect function call.
Policy
The modern C++ equivalent of the strategy pattern is the policy pattern. This simply replaces run-time polymorphism with compile-time polymorphism to avoid the indirect function call and enable inlining
// you don't need a common base class for policies,
// since templates use duck typing
struct SmoothedVoxelCopier {
int radius;
void copy(Coord from, Coord to) { ... }
};
template <typename CopyPolicy>
void draw_voxels(arguments, CopyPolicy cp) {
for (;;) {
// implement full algorithm
cp.copy(a,b);
}
}
Because of type deduction, you can simply call
draw_voxels(arguments, SmoothedVoxelCopier(radius));
draw_voxels(arguments, OtherVoxelCopier(whatever));
NB. I've been slightly inconsistent here: I used operator() to make my strategy call look like a regular function, but a normal method for my policy. So long as you choose one and stick with it, this is just a matter of taste.
CRTP Template Method
There's one final mechanism, which is the compile-time polymorphism version of the template method, and uses the Curiously Recurring Template Pattern.
template <typename Impl>
class VoxelDrawerBase {
protected:
Impl& impl() { return *static_cast<Impl*>(this); }
void copy(Coord from, Coord to) {...}
// *optional* default implementation, is *not* virtual
public:
void draw(arg) {
for (;;) {
// implement full algorithm
impl().copy(a,b);
}
}
};
class SmoothedVoxelDrawer: public VoxelDrawerBase<SmoothedVoxelDrawer> {
int radius; // algorithm-specific argument
void copy(Coord from, Coord to) {
blit(from.dx(-radius).dy(-radius),
to.dx(-radius).dy(-radius),
2*radius, 2*radius);
}
public:
SmoothedVoxelDrawer(int r) : radius(r) {}
};
Summary
In general I'd prefer the strategy/policy patterns for their lower coupling and better reuse, and choose the template method pattern only where the top-level algorithm you're parameterizing is genuinely set in stone (ie, when you're either refactoring existing code or are really sure of your analysis of the points of variation) and reuse is genuinely not an issue.
It's also really painful to use the template method if there is more than one axis of variation (that is, you have multiple methods like copy, and want to vary their implementations independently). You either end up with code duplication or mixin inheritance.
I suggest using the NVI idiom.
You have your public method which calls a private function that implements the logic that must differ from case to case.
Derived classes will have to provide an implementation of that private function that specializes them for their particular task.
Example:
class A {
public:
void do_base() {
// [pre]
specialized_do();
// [post]
}
private:
virtual void specialized_do() = 0;
};
class B : public A {
private:
void specialized_do() {
// [implementation]
}
};
The advantage is that you can keep a common implementation in the base class and detail it as required for any subclass (which just need to reimplement the specialized_do method).
The disadvantage is that you need a different type for each implementation, but if your use case is drawing different UI elements, this is the way to go.
You could simply use the strategy pattern
So, instead of something like
void do_something_one_way(...)
{
//blah
//blah
//blah
one_way();
//blah
//blah
}
void do_something_another_way(...)
{
//blah
//blah
//blah
another_way();
//blah
//blah
}
You will have
void do_something(...)
{
//blah
//blah
//blah
any_which_way();
//blah
//blah
}
any_which_way could be a lambda, a functor, a virtual member function of a strategy class passed in. There are many options.
Are you sure that
"passing a function pointer as an argument is not an option"
Does it really slow it down?
You could use higher order functions, if your 'central part' can be parameterized nicely.
Here is a simple example of a function that returns a function which adds n to its argument:
#include <iostream>
#include<functional>
std::function<int(int)> n_adder(int n)
{
return [=](int x){return x+n;};
}
int main()
{
auto add_one = n_adder(1);
std::cout<<add_one(5);
}
You can use either Template Method pattern or Strategy pattern.
Usually Template method pattern is used in white-box frameworks, when you need to know about the internal structure of a framework to correctly subclass a class.
Strategy pattern is usually used in black-box frameworks, when you should not know about the implementation of the framework, since you only need to understand the contract of the methods you should implement.
For performance reasons, passing a function pointer as an argument is not an option.
Are you sure that passing one additional parameter and will cause performance problems? In this case you may have similar performance penalties if you use OOP techniques, like Template method or Strategy. But it is usually necessary to use profilier to determine what is the source of the performance degradation. Virtual calls, passing additional parameters, calling function through a pointer are usually very cheap, comparing to complex algorithms. You may find that these techniques consumes insignificant percent of CPU resources comparing to other code.
I'm not sure making them inline will do the trick, because arguments I send differ: sometimes I calculate volume(Z value), sometimes I know pixels are drawn from bottom to top.
You could pass all the parameter required for drawing in all cases. Alternatively if use Tempate method pattern a base class could provide methods that can return the data that could be required for drawing in different cases. In Strategy pattern, you could pass an instance of an object that could provide this kind of data to a Strategy implementation.

C++ inheritance question

I have the following problem in application architecture and am willing to solve it (sorry for a lot of text).
I am building a game engine prototype and I have base abstract class AbstractRenderer (I will use C++ syntax, but still the problem is general).
Assume there are some derived implementations of this renderer, let's say DirectxRenderer and OpenglRenderer.
Now, let's say that only one of these renderers (let's stick to DirectX-based) has a member called IDirect3D9Device* m_device; Obviously at this point everything is fine - m_device is used internally in DirectxRenderer and shouldn't be exposed in the abstract AbstractRenderer superclass.
I also add some abstract rendering interface, for instance IRenderable. It means simply one pure virtual method virtual void Render(AbstractRenderer* renderer) const = 0;
And this is the place where some problems start. Assume I am modelling some scene, so, this scene will probably have some geometrical objects in it.
I create abstract superclass AbstractGeometricalObject and derived DirectX-based implementation DirectxGeometricalObject. The second one would be responsible for storing pointers to DirectX-specific vertex & index buffers.
Now - the problem.
AbstractGeometricalObject should obviously derive the IRenderable interface, because it's renderable in logical terms.
If I derive my DirectxGeometricalObject from AbstractGeometricalObject, the first one should have virtual void Render(AbstractRenderer* renderer) const { ... } method in it, and that Abstract... stuff brings some troubles.
See the code for better explanation:
And for now my classes look the following way:
class AbstractGeometricalObject : public IRenderable {
virtual void Render(AbstractRenderer* renderer) const { ... }
};
class DirectxGeometricalObject : public AbstractGeometricalObject {
virtual void Render(AbstractRenderer* renderer) const {
// I think it's ok to assume that in 99 / 100 cases the renderer
// would be a valid DirectxRenderer object
// Assume that rendering a DirectxGeometricalObject requires
// the renderer to be a DirectxRenderer, but not an AbstractRenderer
// (it could utilize some DX-specific settings, class members, etc
// This means that I would have to ***downcast*** here and this seems really
// bad to me, because it means that this architecture sucks
renderer = dynamic_cast<DirectxRenderer*>(renderer);
// Use the DirectX capabilities, that's can't be taken out
// to the AbstractRenderer superclass
renderer.DirectxSpecificFoo(...);
}
I know I'm probably worrying too much, but this downcast in such a simple case means that I could be forced to make lots of downcasts if my application grows.
Definitely, I would like to avoid this, so please, could you advice me something better in design terms / point out my errors.
Thank you
This might be a situation where the template pattern (not to be confused with C++ templates) comes in handy. The public Render in the abstract class should be non-virtual, but have it call a private virtual function (e.g. DoRender). Then in the derived classes, you override DoRender instead.
Here's an article that goes into great depth describing the use of template pattern with private virtual functions.
Edit:
I started to put together an example of what I meant, and it seems like there's actually a broader flaw in the architecture. Your use of AbstractRenderer is somewhat frivolous since you're forcing each geometricalobject to be intimately aware of a particular renderer type.
Either the renderer should be able to work off the public methods of Renderables, or Renderables should be able to work off the public methods of the Renderer. Or perhaps you can give the concrete renderers a Renderable factory if there really needs to be such an intimate connection. I'm sure there are some other patterns that would fit well, too.
I don't see what your code wants to achieve. You derive Renderable objects to DirectXRenderables and OpenGLRenderables and then provide OpenGL or DirectX functionality in something derived from Renderer. A specific thing uses another specific thing so to speak.
It would seem much more reasonable to identify general rendering functions, make them pure virtual members of your abstract renderer and implement them in DirectXRenderer and OpenGLRenderer. Then a IRenderable would have a member function draw roughly like this:
void draw(const AbstractRenderer& r) {
//general stuff
r.drawLine(...);
//only possible on directX
if(DirectxRenderer rx = dynamic_cast<DirectxRenderer*>(r)) {
//...
} else {
//throw exception or do fallback rendering in case we use something else
}
}
Using templates, you could split the IRendable into two classes, one for each of the two renderer types. This is probably not the best answer, but it does avoid the need for the dynamic cast:
template <typename RendererType>
struct IRenderable {
virtual void Render(RendererType* renderer) const = 0;
}
template <typename RendererType>
class AbstractGeometricalObject : public IRenderable<RendererType> {
virtual void Render(RendererType* renderer) const { ... }
};
class DirectxGeometricalObject : public AbstractGeometricalObject<DirectxRenderer> {
// this class will now require a void Render(DirectxRenderer* renderer)
}
Use a setter to set the renderer var and cast it to the proper type in that one place.
See if the Bridge design pattern helps you: "Decouple an abstraction from its implementation so that the two can vary independently." In your example, AbstractGeometricalObject would point to an implementation, a pure virtual interface with platform-specific subclasses. The tricky part is taking the time to discover that interface.
Let's distance from compilers and consider theory. If DirectxGeometricalObject::Render expects DirectxRenderer as parameter and not any AbstractRenderer, then some other OtherGeometricalObject::Render will probably expect OtherRenderer object as parameter.
So, different implementations of AbstractGeometricalObject have different signatures of their Render methods. If they are different, then there is no purpose in defining the virtual AbstractGeometricalObject::Render.
If you declare AbstractGeometricalObject::Render(AbstractRenderer*), then you should be able to pass any renderer to any geometrical object. In your case, you can't because dynamic_cast would fail.

C++ - design question

I am working on game engine prototype and have the following question:
Right now my engine implementation is DirectX-bound and everything works fine.
I've got a core::Renderer class which has methods to render geometry, set shaders, lightning, etc...
Some of them are templated, some not.
class Renderer {
// ...
template <typename Geometry> RenderGeometry(shared_ptr<Geometry> geometry);
};
Let's say I want to extend the flexibility of my engine and I wan't it to work using DirectX and OpenGL. As I understand it right now, the idea is to take everything interface-specific to the base core::Renderer class, make all those calls virtual and then provide their DirectX-specific and OpenGL-specific implementation.
If my geometrical object wasn't a template, everything would look better:
class Renderer {
virtual void RenderGeometry(shared_ptr<core::Non_template_Geometry> geometry);
};
class DXRenderer {
// Here goes our custom implementation
// for DirectX-based geometry rendering
virtual void RenderGeometry(...)
};
// The same for OpenGL
The problem with the first (initial variant) is that virtual functions are not allowed to be templated.
So here comes the question - how should I solve it?
Any hacks / tricks / patterns for this situation or for template virtual functions emulation?
Use a base Geometry class:
class Geometry {
public:
virtual ~Geometry() { }
virtual void Render() = 0;
};
and have each of your Geometry-type classes derive from this base class and implement their specific rendering functionality by overriding Render.
Then, Renderer::RenderGeometry does not need to be a function template; it can simply take a pointer to the base Geometry class and call the virtual function Render.
Template is not neccessity. If you think hard about it, most of the time templates only do text-replacing and is a safer macros.
OOP was not design to rely heavily on templates, but composition and inheritance (like what James suggested)