Passing arbitrary data to a function without void pointers - c++

I am working with an abstract base class implementing a set of system tests. In simplified form, the class declaration is:
class Test_Class
{
Test_Class();
~Test_Class();
Run_Test(void * param_set = NULL) = 0;
}
The base class requires the implementation of the Run_Test function which allows a user to pass in an arbitrary data structure as a void pointer and cast it to the appropriate type inside the body of Run_Test in a child class, in order to allow different tests to use different data structures, e.g. a float in one test vs a list of ints in another.
This is cumbersome and seems like an incredibly C-like way of doing things. Is there a better way of using inheritance or other language utilities?
Note: Due to customer constraints, this program is not allowed access to the STL or the Boost libraries.

Yes. User doesn't pass in an arbitary data structure but can make an arbitrary data structure by extending your base class.
class Test_Class {
Run_Test(const Config& config);
};
client code:
class MyConfig : public Config {
//...
};
Another option is templates. You can accomplish many common tasks with either, I'm not sure which is ideal in this situation so I'll leave it to other answers or to you to research that if you go this route.

If you want a set of tests, use std::vector<std::function<void()>> tests; and then you can simply tests.push_back([=] { do_test(the_args, I_captured, from_local, scope); });.
You can do similar tricks with std::bind if your compiler doesn't support lambdas.
There's no need for you, the end-user, to write your own generic function interface. It already has been done.
Edit: Yes, you're going to end up with some C-style garbage if you do not A) re-implement the wheels provided by Boost or the STL or B) use the existing wheels provided by Boost or STL. There is no magical third choice between "Write own good code" or "Use other people's good code" which still results in good code.

I dont remember is it possible/how to make argument detection for function inside class so maybe this will do:
class Test_Class {
public:
template <typename T>
void Run_Test(T p) {
}
};
template <class T>
void tester(Test_Class t, T p) {
t.Run_Test<T>(p);
}
int main() {
Test_Class p;
int a = 5;
tester(p, a);
}

Related

Call function of template class created at runtime

I have a tricky question about C++(11) template classes and their instantiation with types determined at runtime:
Following scenario:
The user defines the type of a template class using a config file (ROS parameters). This determines only the type of the template class, not the further logic:
Class definition:
template<typename T>
class MyClass {
//[...]
}
Exemplary code:
/* [Read parameter and write result to bool use_int] */
std::unique_ptr<MyClass> myclassptr {nullptr};
if(use_int) {
myclassptr.reset(MyClass<int>);
} else {
myclassptr.reset(MyClass<double>);
}
myclassptr->foobar();
/* [more code making use of myclassptr] */
So this code is (of course) not compiling, because the unique_ptr template must be specified also with the template type. However, then the problem arises that the template type must be the same for all objects assigned using reset.
One ugly solution would be to copy the code myclassptr->foobar(); and the following into each branch of if/else, which I really don't like.
I would like to see a solution similar to this:
/* [Read parameter and write result to bool use_int] */
MyClass<use_int ? int : double> myclass;
myclass.foobar();
What I have read so far is that something like this is also not possible.
Does anybody have a nice solution for this?
The simplest way to do this is:
class IClass{
virtual ~IClass {}
virtual void foobar()=0;
};
template<typename T>
class MyClass:public IClass {
public:
void foobar() override {
// code here
}
};
std::unique_ptr<IClass> myclassptr {};
if(use_int) {
myclassptr.reset(new MyClass<int>());
} else {
myclassptr.reset(new MyClass<double>());
}
myclassptr->foobar();
boost::variant would be another solution, but is usually used for unrelated types. Type erasure could be done, but again that is usually done when you have unrelated types you want to impose a uniform interface on.
In other languages generics look sort of like templates, but are actually an abstract interface with auto-generated typecasting and some typechecking added. C++ templates are function or class compile time factories. Two outputs of such factories are unrelated at runtime by default, and you can add such relations if you want.
Depending on what you want, you can make MyClass a variant type that holds either an int or a double, or you could use type erasure to hide the implementation behind an interface. The Boost.Variant library can help to implement the former.

Generic class variable of a certain type

In C# I can define this:
public interface BaseObject
{
int GetValue();
}
public class Test<T> where T : BaseClass
{
T BaseObject;
}
which means I know that I can alwaysa call BaseObject.GetValue() / BaseObject->GetValue(); because I know that the baseobject has this method.
Is there a similiar way to do this in C++? So that I can define an interface that multiple classes can inherit and a class that can take advantage of this.
Templates, which are even more powerful than C# generics (not to say they are necessarily better, just different).
template<class T>
class foo
{
public:
int whatever()
{
return obj.GetValue();
}
private:
T obj;
};
A separate class is created for each template argument you use. If you provide a template type which would result in an error you will know at compile time.
You're asking about C++ concepts, a way to specify requirements for template parameters. They were proposed during the work on C++11, but proved complicated enough that they weren't done in time. But they've just been delayed, not forgotten.
In the meantime, duck typing remains very powerful, and it will catch when you pass a template parameter that doesn't have the required interface. It just won't report the problem as neatly.
As a workaround, a simple way to check the constraint you showed takes advantage of the fact that pointer conversions are implicit only when upcasting:
public class Test<T> where T : BaseClass
{
static T* enforcement_helper = 0;
static BaseClass* enforce_inheritance_constraint = enforcement_helper;
};
Depending on how new your compiler is, you may need to put those lines inside a special member function (destructor is good, because it's almost always processed).
But you should only check constraints in order to improve error messages (by causing the failure in a clearly commented section of code). C++ templates are duck typed, and they will work with any template parameters that provide the required operations. No formal "interface" is required.

c++ wrap return type

I am wrapping a library which I did not write to make it more user friendly. There are a huge number of functions which are very basic so it's not ideal to have to wrap all of these when all that is really required is type conversion of the results.
A contrived example:
Say the library has a class QueryService, it has among others this method:
WeirdInt getId() const;
I'd like a standard int in my interface however, I can get an int out of WeirdInt no problem as I know how to do this. In this case lets say that WeirdInt has:
int getValue() const;
This is a very simple example, often the type conversion is more complicated and not always just a call to getValue().
There are literally hundreds of function calls that return types likes these and more are added all the time, so I'd like to try and reduce the burden on myself having to constantly add a bajillion methods every time the library does just to turn WeirdType into type.
I want to end up with a QueryServiceWrapper which has all the same functionality as QueryService, but where I've converted the types. Am I going to have to write an identically names method to wrap every method in QueryService? Or is there some magic I'm missing? There is a bit more to it as well, but not relevant to this question.
Thanks
The first approach I'd think is by trying with templates such that
you provide a standard implementation for all the wrapper types which have a trivial getValue() method
you specialize the template for all the others
Something like:
class WeirdInt
{
int v;
public:
WeirdInt(int v) : v(v) { }
int getValue() { return v; }
};
class ComplexInt
{
int v;
public:
ComplexInt(int v) : v(v) { }
int getValue() { return v; }
};
template<typename A, typename B>
A wrap(B type)
{
return type.getValue();
}
template<>
int wrap(ComplexInt type)
{
int v = type.getValue();
return v*2;
};
int x = wrap<int, WeirdInt>(WeirdInt(5));
int y = wrap<int, ComplexInt>(ComplexInt(10));
If the wrapper methods for QueryService have a simple pattern, you could also think of generating QueryServiceWrapper with some perl or python script, using some heuristics. Then you need to define some input parameters at most.
Even defining some macros would help in writing this wrapper class.
Briefly, If your aim is to encapsulate the functionality completely so that WeirdInt and QueryService are not exposed to the 'client' code such that you don't need to include any headers which declare them in the client code, then I doubt the approach you take will be able to benefit from any magic.
When I've done this before, my first step has been to use the pimpl idiom so that your header contains no implementation details as follows:
QueryServiceWrapper.h
class QueryServiceWrapperImpl;
class QueryServiceWrapper
{
public:
QueryServiceWrapper();
virtual ~QueryServiceWrapper();
int getId();
private:
QueryServiceWrapperImpl impl_;
};
and then in the definition, you can put the implementation details, safe in the knowledge that it will not leach out to any downstream code:
QueryServiceWrapper.cpp
struct QueryServiceWrapperImpl
{
public:
QueryService svc_;
};
// ...
int QueryServiceWrapper::getValue()
{
return impl_->svc_.getId().getValue();
}
Without knowing what different methods need to be employed to do the conversion, it's difficult add too much more here, but you could certainly use template functions to do conversion of the most popular types.
The downside here is that you'd have to implement everything yourself. This could be a double edged sword as it's then possible to implement only that functionality that you really need. There's generally no point in wrapping functionality that is never used.
I don't know of a 'silver bullet' that will implement the functions - or even empty wrappers on the functions. I've normally done this by a combination of shell scripts to either create the empty classes that I want or taking a copy of the header and using text manipulation using sed or Perl to change original types to the new types for the wrapper class.
It's tempting in these cases to use public inheritance to enable access to the base functions while allowing functions to be overridden. However, this is not applicable in your case as you want to change return types (not sufficient for an overload) and (presumably) you want to prevent exposure of the original Weird types.
The way forward here has to be to use aggregation although in such as case there is no way you can easily avoid re-implementing (some of) the interfaces unless you are prepared to automate the creation of the class (using code generation) to some extent.
more complex approach is to introduce a required number of facade classes over original QueryService, each of which has a limited set of functions for one particular query or query-type. I don't know that your particular QueryService do, so here is an imaginary example:
suppose the original class have a lot of weired methods worked with strange types
struct OriginQueryService
{
WeirdType1 query_for_smth(...);
WeirdType1 smth_related(...);
WeirdType2 another_query(...);
void smth_related_to_another_query(...);
// and so on (a lot of other function-members)
};
then you may write some facade classes like this:
struct QueryFacade
{
OriginQueryService& m_instance;
QueryFacade(OriginQueryService* qs) : m_instance(*qs) {}
// Wrap original query_for_smth(), possible w/ changed type of
// parameters (if you'd like to convert 'em from C++ native types to
// some WeirdTypeX)...
DesiredType1 query_for_smth(...);
// more wrappers related to this particular query/task
DesiredType1 smth_related(...);
};
struct AnotherQueryFacade
{
OriginQueryService& m_instance;
AnotherQueryFacade(OriginQueryService* qs) : m_instance(*qs) {}
DesiredType2 another_query(...);
void smth_related_to_another_query(...);
};
every method delegate call to m_instance and decorated w/ input/output types conversion in a way you want it. Types conversion can be implemented as #Jack describe in his post. Or you can provide a set of free functions in your namespace (like Desired fromWeird(const Weired&); and Weired toWeired(const Desired&);) which would be choosen by ADL, so if some new type arise, all that you have to do is to provide overloads for this 2 functions... such approach work quite well in boost::serialization.
Also you may provide a generic (template) version for that functions, which would call getValue() for example, in case if lot of your Weired types has such member.

Forcing class inheritance in c++11 for wrapped classes -- is it a bad thing?

I've been working on a wrapping library for scripted languages (partially to learn c++11 features, and partially for a specific need). One issue that has come up is that of exporting inherited objects to the scripted language.
The problem involves using proxy objects of wrapped classes for the invocation of functions. Specifically, if a function takes a Foo *, then the object proxy from whatever scripted language is being used must be cast appropriately.
There are two ways (that I can think of) to model the object proxy appropriately:
template <class T>
struct ObjectProxy {
T *ptr;
};
or:
struct WrappedClass {
virtual ~WrappedClass() {}
};
struct ObjectProxy {
WrappedClass *ptr;
template <typename T>
boost::shared_ptr<T> castAs() {
return boost::dynamic_pointer_cast<T>(instance);
}
};
The problem with the first version is that you need to know ahead of time what type ObjectProxy is pointing to. Unfortunately, there is no easy solutions to this (see many of my previous questions). After some investigation, it looks like most of the popular libraries that do this (e.g. boost::python, LuaBind, etc.) keep a graph of all the class relationships in order to allow for the proper casting.
The second method avoid having to do all that, but does add the constraint that every class you wrap must inherit from WrappedClass.
Here's my question: can anyone think of any major problems, besides being slightly annoying to the user, with the second approach? Even if you didn't make a specific class, you should always be able to subclass it. For example, if you had some library the provide class Foo, then you could do:
class FooWrapped: public Foo, public WrappedClass {};
This does make things a little less seamless for the user (though I've been looking into ways of automating this), it does mean you can rely on the built-in dynamic_cast rather than having to write your own variant.
edit
Added castAs() to make use-case clearer
Your problem sounds like what boost::any was designed to solve. The solution basically combines your two ideas: (code untested)
struct ObjectProxyBase {
virtual ~ObjectProxyBase() {}
};
template <class T>
struct ObjectProxy : public ObjectProxyBase {
T *ptr;
};
template <class T>
T *proxy_cast(ObjectProxyBase *obj) {
auto ptr = dynamic_cast<ObjectProxy<T> *>(obj);
if (!ptr)
return nullptr;
return ptr->ptr;
}

Should I prefer mixins or function templates to add behavior to a set of unrelated types?

Mixins and function templates are two different ways of providing a behavior to a wide set of types, as long as these types meet some requirements.
For example, let's assume that I want to write some code that allows me to save an object to a file, as long as this object provides a toString member function (this is a rather silly example, but bear with me). A first solution is to write a function template like the following:
template <typename T>
void toFile(T const & obj, std::string const & filename)
{
std::ofstream file(filename);
file << obj.toString() << '\n';
}
...
SomeClass o1;
toFile(o1, "foo.txt");
SomeOtherType o2;
toFile(o2, "bar.txt");
Another solution is to use a mixin, using CRTP:
template <typename Derived>
struct ToFile
{
void toFile(std::string const & filename) const
{
Derived * that = static_cast<Derived const *>(this);
std::ofstream file(filename);
file << that->toString() << '\n';
}
};
struct SomeClass : public ToFile<SomeClass>
{
void toString() const {...}
};
...
SomeClass o1;
o.toFile("foo.txt");
SomeOtherType o2;
o2.toFile("bar.txt");
What are the pros and cons of these two approaches? Is there a favored one, and if so, why?
The first approach is much more flexible, as it can be made to work with any type that provides any way to be converted to a std::string (this can be achieved using traits-classes) without the need to modify that type. Your second approach would always require modification of a type in order to add functionality.
Pro function templates: the coupling is looser. You don't need to derive from anything to get the functionality in a new class; in your example, you only implement the toString method and that's it. You can even use a limited form of duck typing, since the type of toString isn't specified.
Pro mixins: nothing, strictly; your requirement is for something that works with unrelated classes and mixins cause them to be become related.
Edit: Alright, due to the way the C++ type system works, the mixin solution will strictly produce unrelated classes. I'd go with the template function solution, though.
I would like to propose an alternative, often forgotten because it is a mix of duck-typing and interfaces, and very few languages propose this feat (note: very close to Go's take to interfaces actually).
// 1. Ask for a free function to exist:
void toString(std::string& buffer, SomeClass const& sc);
// 2. Create an interface that exposes this function
class ToString {
public:
virtual ~ToString() {}
virtual void toString(std::string& buffer) const = 0;
}; // class ToString
// 3. Create an adapter class (bit of magic)
template <typename T>
class ToStringT final: public ToString {
public:
ToStringT(T const& t): t(t) {}
virtual void toString(std::string& buffer) const override {
toString(buffer, t);
}
private:
T t; // note: for reference you need a reference wrapper
// I won't delve into this right now, suffice to say
// it's feasible and only require one template overload
// of toString.
}; // class ToStringT
// 4. Create an adapter maker
template <typename T>
ToStringT<T> toString(T const& t) { return std::move(ToStringT<T>(t)); }
And now ? Enjoy!
void print(ToString const& ts); // aka: the most important const
int main() {
SomeClass sc;
print(toString(sc));
};
The two stages is a bit heavyweight, however it gives an astonishing degree of functionality:
No hard-wiring data / interface (thanks to duck-typing)
Low-coupling (thanks to abstract classes)
And also easy integration:
You can write an "adapter" for an already existing interface, and migrate from an OO code base to a more agile one
You can write an "interface" for an already existing set of overloads, and migrate from a Generic code base to a more clustered one
Apart from the amount of boiler-plate, it's really amazing how you seamlessly pick advantages from both worlds.
A few thoughts I had while writing this question:
Arguments in favor of template functions:
A function can be overloaded, so third-party and built-in types can be handled.
Arguments in favor of mixins:
Homogeneous syntax: the added behavior is invoked like any other member functions. However, it is well known that the interface of a C++ class includes not only its public member functions but also the free functions that operates on instances of this type, so this is just an aesthetic improvement.
By adding a non-template base class to the mixins, we obtain an interface (in the Java/C# sense) that can be use to handle all objects providing the behavior. For example, if we make ToFile<T> inherits from FileWritable (declaring a pure virtual toFile member function), we can have a collection of FileWritable without having to resort to complicated heterogeneous data structures.
Regarding usage, I'd say that function templates are more idiomatic in C++.