When do I need anonymous class in C++? - c++

There's a feature called anonymous class in C++. It's similar with anonymous struct in C. I think this feature is invented because of some needs, but I can't figure out what that is.
Can I have some example which really needs anonymous class?

The feature is there because struct and class are the same thing - anything you can do with one, you can do with the other. It serves exactly the same purpose as an anonymous struct in C; when you want to group some stuff together and declare one or more instances of it, but don't need to refer to that type by name.
It's less commonly used in C++, partly because C++ designs tend to be more type-oriented, and partly because you can't declare constructors or destructors for anonymous classes.

It is not really needed in a strict sense and never was. I.e. you could always assign a name, for example anonymous1, anonymous2 etc. But keeping track of more names than necessary is always a hassle.
Where it is helpfull is at any place where one wants to group data without giving a name to that group. I could come up with a several examples:
class foo {
class {
public:
void validate( int x ) { m_x = x; }
bool valid() { return m_exists; }
private:
int m_x;
bool m_exists;
} maybe_x;
};
In this case the int and the bool logically belong together, so it makes sense to group them. However for this concrete example it probably makes sense to create an actual optional type or use one of the available ones, because this pattern is most likely used at other places as well. In other cases this pattern of grouping might be so special, that it deserves to stay in that class only.
I really do assume though, that anonymous classes are rarely used (I have only used them a couple of times in my live probably). Often when one want's to group data, this is not class or scope specific but also a grouping which also makes sense at other places.

Maybe it was sometimes helpful to make nested functions like:
void foo() {
class {
void operator()(){
}
} bar;
bar();
}
But now we have lambdas and anonymous classes are left only for compatibility reasons.

The use of anonymous classes is for preserving compatibility with existing C code.
Example:
In some C code, the use of typedef in conjunction with anonymous structures is prevalent.

There is an example of anonymous structs that can be used with Qt 5's Signal/Slot system with ANY class and without the QObject derivative requirement:
void WorkspaceWidget::wwShowEvent()
{
//Show event: query a reload of the saved state and geometry
gcmessage("wwShowEvent "+ this->title());
struct{void* t; void operator()(){ static_cast<WorkspaceWidget*>(t)->wwReloadWindowState(); }}f;
f.t=this;
QObject::connect( &reloadStateTimer, &QTimer::timeout, f);
reloadStateTimer.start();
}
void WorkspaceWidget::wwReloadWindowState()
{
gcmessage( dynamic_cast<QObject*>(this)->metaObject()->className());
}
Basically, I need to connect a timer signal to a non-QObject derived class, but want to pass mt "this" properly.
QObject::connect can be connected to ordinary function in Qt 5, so this anonymous class is actually a functor that keeps the this pointer in itself, still passing the slot connection.

Also you can do things with auto in anonymous (vs2015)
struct {
auto* operator->() {return this;}
//do other functions
} mystruct;

Related

Is it possible to override member access operators to detect when any member variable is modified?

Say I have:
struct foo{
int bar;
int baz;
...
bool flag;
}
Can an access operator -> or . be overridden to detect if bar or any other member variable is modified ?
EDIT:
The purpose is if I have many member variables and any of them is changed, I have a quick way of setting a flag, instead of using setters to encapsulate all the variables, making the code verbose.
Your approach is flawed because even if you override access operators you will not catch pointers writing the actual memory.
If most of the variables have the same type you can use an enum for flags and a single function to set or get a specific variable.
For example:
private:
int bar;
int baz;
public:
enum IntVariables { varBar, varBaz };
bool flag;
void setVariable(int varId, int value) {
flag = true;
if (varId == varBar)
bar = value;
else if (varId == varBaz)
baz = value;
}
I considered the following approach:
Just use a wrapper class that can have any data type, but implement all operations. In this same wrapper class override operators, and use the wrapper class in other class that require any modifications of member variables to be detected.
template <class T>
class wrapper {
private:
T var;
... .. ...
public:
T doSomethingToVar(T arg);
... .. ...
//Wherever the variable is modified send out a notification to whomever needs to detect the changes.
};
Pros:
When declaring variables in whichever class needs to detect modification of variables, it is easy to declare using the wrapper, without much additional code.
To ensure modifications are detected, need to implement functions / getters / setters / overload operators to detect modifications. This is tricky, and requires some thought.
Cons:
Tricky to implement a general purpose wrapper that can detect all modifications, since complex types can have functions that modify themselves in ways one is not aware of.
Notes:
How to ensure that every method of a class calls some other method first?
This answer is a work in progress, and I think it may be useful to others and maybe just cool to know about eventually, so open to comments. Will keep updating.
Update:
While writing out the above answer, I considered a different approach, of shifting responsibility onto the member variable classes:
class DetectChanges{
void onDetectChanges(){
//This function should be called by all implementing classes when the class has changes.
}
Can make it a design choice that all member variables inherit from DetectChanges.
The above two approaches are what I'm considering now. Not a solution yet, but thought I would put it out for comments and see if eventually we can figure something out.
}

C++ : Access a sub-object's methods inside an object

I am starting to code bigger objects, having other objects inside them.
Sometimes, I need to be able to call methods of a sub-object from outside the class of the object containing it, from the main() function for example.
So far I was using getters and setters as I learned.
This would give something like the following code:
class Object {
public:
bool Object::SetSubMode(int mode);
int Object::GetSubMode();
private:
SubObject subObject;
};
class SubObject {
public:
bool SubObject::SetMode(int mode);
int SubObject::GetMode();
private:
int m_mode(0);
};
bool Object::SetSubMode(int mode) { return subObject.SetMode(mode); }
int Object::GetSubMode() { return subObject.GetMode(); }
bool SubObject::SetMode(int mode) { m_mode = mode; return true; }
int SubObject::GetMode() { return m_mode; }
This feels very sub-optimal, forces me to write (ugly) code for every method that needs to be accessible from outside. I would like to be able to do something as simple as Object->SubObject->Method(param);
I thought of a simple solution: putting the sub-object as public in my object.
This way I should be able to simply access its methods from outside.
The problem is that when I learned object oriented programming, I was told that putting anything in public besides methods was blasphemy and I do not want to start taking bad coding habits.
Another solution I came across during my research before posting here is to add a public pointer to the sub-object perhaps?
How can I access a sub-object's methods in a neat way?
Is it allowed / a good practice to put an object inside a class as public to access its methods? How to do without that otherwise?
Thank you very much for your help on this.
The problem with both a pointer and public member object is you've just removed the information hiding. Your code is now more brittle because it all "knows" that you've implemented object Car with 4 object Wheel members. Instead of calling a Car function that hides the details like this:
Car->SetRPM(200); // hiding
You want to directly start spinning the Wheels like this:
Car.wheel_1.SetRPM(200); // not hiding! and brittle!
Car.wheel_2.SetRPM(200);
And what if you change the internals of the class? The above might now be broken and need to be changed to:
Car.wheel[0].SetRPM(200); // not hiding!
Car.wheel[1].SetRPM(200);
Also, for your Car you can say SetRPM() and the class figures out whether it is front wheel drive, rear wheel drive, or all wheel drive. If you talk to the wheel members directly that implementation detail is no longer hidden.
Sometimes you do need direct access to a class's members, but one goal in creating the class was to encapsulate and hide implementation details from the caller.
Note that you can have Set and Get operations that update more than one bit of member data in the class, but ideally those operations make sense for the Car itself and not specific member objects.
I was told that putting anything in public besides methods was blasphemy
Blanket statements like this are dangerous; There are pros and cons to each style that you must take into consideration, but an outright ban on public members is a bad idea IMO.
The main problem with having public members is that it exposes implementation details that might be better hidden. For example, let's say you are writing some library:
struct A {
struct B {
void foo() {...}
};
B b;
};
A a;
a.b.foo();
Now a few years down you decide that you want to change the behavior of A depending on the context; maybe you want to make it run differently in a test environment, maybe you want to load from a different data source, etc.. Heck, maybe you just decide the name of the member b is not descriptive enough. But because b is public, you can't change the behavior of A without breaking client code.
struct A {
struct B {
void foo() {...}
};
struct C {
void foo() {...}
};
B b;
C c;
};
A a;
a.c.foo(); // Uh oh, everywhere that uses b needs to change!
Now if you were to let A wrap the implementation:
class A {
public:
foo() {
if (TESTING) {
b.foo();
} else {
c.foo();
}
private:
struct B {
void foo() {...}
};
struct C {
void foo() {...}
};
B b;
C c;
};
A a;
a.foo(); // I don't care how foo is implemented, it just works
(This is not a perfect example, but you get the idea.)
Of course, the disadvantage here is that it requires a lot of extra boilerplate, like you have already noticed. So basically, the question is "do you expect the implementation details to change in the future, and if so, will it cost more to add boilerplate now, or to refactor every call later?" And if you are writing a library used by external users, then "refactor every call" turns into "break all client code and force them to refactor", which will make a lot of people very upset.
Of course instead of writing forwarding functions for each function in SubObject, you could just add a getter for subObject:
const SubObject& getSubObject() { return subObject; }
// ...
object.getSubObject().setMode(0);
Which suffers from some of the same problems as above, although it is a bit easier to work around because the SubObject interface is not necessarily tied to the implementation.
All that said, I think there are certainly times where public members are the correct choice. For example, simple structs whose primary purpose is to act as the input for another function, or who just get a bundle of data from point A to point B. Sometimes all that boilerplate is really overkill.

How to write java like argument-level implementation of interface in C++?

One of the nice things in Java is implementing interface. For example consider the following snippet:
interface SimpleInterface()
{
public: void doThis();
}
...
SimpleInterface simple = new SimpleInterface()
{
#Override public doThis(){ /**Do something here*/}
}
The only way I could see this being done is through Lambda in C++ or passing an instance of function<> to a class. But I am actually checking if this is possible somehow? I have classes which implements a particular interface and these interfaces just contain 1-2 methods. I can't write a new file for it or add a method to a class which accepts a function<> or lambda so that it can determine on what to do. Is this strictly C++ limitation? Will it ever be supported?
Somehow, I wanted to write something like this:
thisClass.setAction(int i , new SimpleInterface()
{
protected:
virtual void doThis(){}
});
One thing though is that I haven't check the latest spec for C++14 and I wanted to know if this is possible somehow.
Thank you!
Will it ever be supported?
You mean, will the language designers ever add a dirty hack where the only reason it ever existed in one language was because those designers were too stupid to add the feature they actually needed?
Not in this specific instance.
You can create a derived class that derives from it and then uses a lambda, and then use that at your various call sites. But you'd still need to create one converter for each interface.
struct FunctionalInterfaceImpl : SimpleInterface {
FunctionalInterfaceImpl(std::function<void()> f)
: func(f) {}
std::function<void()> func;
void doThis() { func(); }
};
You seem to think each class needs a separate .h and .cpp file. C++ allows you to define a class at any scope, including local to a function:
void foo() {
struct SimpleInterfaceImpl : SimpleInterface
{
protected:
void doThis() override {}
};
thisClass.setAction(int i , new SimpleInterfaceImpl());
}
Of course, you have a naked new in there which is probably a bad idea. In real code, you'd want to allocate the instance locally, or use a smart pointer.
This is indeed a "limitation" of C++ (and C#, as I was doing some research some time ago). Anonymous java classes are one of its unique features.
The closest way you can emulate this is with function objects and/or local types. C++11 and later offers lambdas which are semantic sugar of those two things, for this reason, and saves us a lot of writing. Thank goodness for that, before c++11 one had to define a type for every little thing.
Please note that for interfaces that are made up of a single method, then function objects/lambdas/delegates(C#) are actually a cleaner approach. Java uses interfaces for this case as a "limitation" of its own. It would be considered a Java-ism to use single-method interfaces as callbacks in C++.
Local types are actually a pretty good approximation, the only drawback being that you are forced to name the types (see edit) (a tiresome obligation, which one takes over when using static languages of the C family).
You don't need to allocate an object with new to use it polymorphically. It can be a stack object, which you pass by reference (or pointer, for extra anachronism). For instance:
struct This {};
struct That {};
class Handler {
public:
virtual ~Handler ();
virtual void handle (This) = 0;
virtual void handle (That) = 0;
};
class Dispatcher {
Handler& handler;
public:
Dispatcher (Handler& handler): handler(handler) { }
template <typename T>
void dispatch (T&& obj) { handler.handle(std::forward<T>(obj)); }
};
void f ()
{
struct: public Handler {
void handle (This) override { }
void handle (That) override { }
} handler;
Dispatcher dispatcher { handler };
dispatcher.dispatch(This {});
dispatcher.dispatch(That {});
}
Also note the override specifier offered by c++11, which has more or less the same purpose as the #Override annotation (generate a compile error in case this member function (method) does not actually override anything).
I have never heard about this feature being supported or even discussed, and I personally don't see it even being considered as a feature in C++ community.
EDIT right after finishing this post, I realised that there is no need to name local types (naturally), so the example becomes even more java-friendly. The only difference being that you cannot define a new type within an expression. I have updated the example accordingly.
In c++ interfaces are classes which has pure virtual functions in them, etc
class Foo{
virtual Function() = 0;
};
Every single class that inherits this class must implement this function.

virtual overloading vs `std::function` member?

I'm in a situation where I have a class, let's call it Generic. This class has members and attributes, and I plan to use it in a std::vector<Generic> or similar, processing several instances of this class.
Also, I want to specialize this class, the only difference between the generic and specialized objects would be a private method, which does not access any member of the class (but is called by other methods). My first idea was to simply declare it virtual and overload it in specialized classes like this:
class Generic
{
// all other members and attributes
private:
virtual float specialFunc(float x) const =0;
};
class Specialized_one : public Generic
{
private:
virtual float specialFunc(float x) const{ return x;}
};
class Specialized_two : public Generic
{
private:
virtual float specialFunc(float x) const{ return 2*x; }
}
And thus I guess I would have to use a std::vector<Generic*>, and create and destroy the objects dynamically.
A friend suggested me using a std::function<> attribute for my Generic class, and give the specialFunc as an argument to the constructor but I am not sure how to do it properly.
What would be the advantages and drawbacks of these two approaches, and are there other (better ?) ways to do the same thing ? I'm quite curious about it.
For the details, the specialization of each object I instantiate would be determined at runtime, depending on user input. And I might end up with a lot of these objects (not yet sure how many), so I would like to avoid any unnecessary overhead.
virtual functions and overloading model an is-a relationship while std::function models a has-a relationship.
Which one to use depends on your specific use case.
Using std::function is perhaps more flexible as you can easily modify the functionality without introducing new types.
Performance should not be the main decision point here unless this code is provably (i.e. you measured it) the tight loop bottleneck in your program.
First of all, let's throw performance out the window.
If you use virtual functions, as you stated, you may end up with a lot of classes with the same interface:
class generic {
virtual f(float x);
};
class spec1 : public generic {
virtual f(float x);
};
class spec2 : public generic {
virtual f(float x);
};
Using std::function<void(float)> as a member would allow you to avoid all the specializations:
class meaningful_class_name {
std::function<void(float)> f;
public:
meaningful_class_name(std::function<void(float)> const& p_f) : f(p_f) {}
};
In fact, if this is the ONLY thing you're using the class for, you might as well just remove it, and use a std::function<void(float)> at the level of the caller.
Advantages of std::function:
1) Less code (1 class for N functions, whereas the virtual method requires N classes for N functions. I'm making the assumption that this function is the only thing that's going to differ between classes).
2) Much more flexibility (You can pass in capturing lambdas that hold state if you want to).
3) If you write the class as a template, you could use it for all kinds of function signatures if needed.
Using std::function solves whatever problem you're attempting to tackle with virtual functions, and it seems to do it better. However, I'm not going to assert that std::function will always be better than a bunch of virtual functions in several classes. Sometimes, these functions have to be private and virtual because their implementation has nothing to do with any outside callers, so flexibility is NOT an advantage.
Disadvantages of std::function:
1) I was about to write that you can't access the private members of the generic class, but then I realized that you can modify the std::function in the class itself with a capturing lambda that holds this. Given the way you outlined the class however, this shouldn't be a problem since it seems to be oblivious to any sort of internal state.
What would be the advantages and drawbacks of these two approaches, and are there other (better ?) ways to do the same thing ?
The issue I can see is "how do you want your class defined?" (as in, what is the public interface?)
Consider creating an API like this:
class Generic
{
// all other members and attributes
explicit Generic(std::function<float(float)> specialFunc);
};
Now, you can create any instance of Generic, without care. If you have no idea what you will place in specialFunc, this is the best alternative ("you have no idea" means that clients of your code may decide in one month to place a function from another library there, an identical function ("receive x, return x"), accessing some database for the value, passing a stateful functor into your function, or whatever else).
Also, if the specialFunc can change for an existing instance (i.e. create instance with specialFunc, use it, change specialFunc, use it again, etc) you should use this variant.
This variant may be imposed on your code base by other constraints. (for example, if want to avoid making Generic virtual, or if you need it to be final for other reasons).
If (on the other hand) your specialFunc can only be a choice from a limited number of implementations, and client code cannot decide later they want something else - i.e. you only have identical function and doubling the value - like in your example - then you should rely on specializations, like in the code in your question.
TLDR: Decide based on the usage scenarios of your class.
Edit: regarding beter (or at least alternative) ways to do this ... You could inject the specialFunc in your class on an "per needed" basis:
That is, instead of this:
class Generic
{
public:
Generic(std::function<float(float> f) : specialFunc{f} {}
void fancy_computation2() { 2 * specialFunc(2.); }
void fancy_computation4() { 4 * specialFunc(4.); }
private:
std::function<float(float> specialFunc;
};
You could write this:
class Generic
{
public:
Generic() {}
void fancy_computation2(std::function<float(float> f) { 2 * f(2.); }
void fancy_computation4(std::function<float(float> f) { 4 * f(4.); }
private:
};
This offers you more flexibility (you can use different special functions with single instance), at the cost of more complicated client code. This may also be a level of flexibility that you do not want (too much).

Conventions for accessor methods (getters and setters) in C++

Several questions about accessor methods in C++ have been asked on SO, but none was able satisfy my curiosity on the issue.
I try to avoid accessors whenever possible, because, like Stroustrup and other famous programmers, I consider a class with many of them a sign of bad OO. In C++, I can in most cases add more responsibility to a class or use the friend keyword to avoid them. Yet in some cases, you really need access to specific class members.
There are several possibilities:
1. Don't use accessors at all
We can just make the respective member variables public. This is a no-go in Java, but seems to be OK with the C++ community. However, I'm a bit worried about cases were an explicit copy or a read-only (const) reference to an object should be returned, is that exaggerated?
2. Use Java-style get/set methods
I'm not sure if it's from Java at all, but I mean this:
int getAmount(); // Returns the amount
void setAmount(int amount); // Sets the amount
3. Use objective C-style get/set methods
This is a bit weird, but apparently increasingly common:
int amount(); // Returns the amount
void amount(int amount); // Sets the amount
In order for that to work, you will have to find a different name for your member variable. Some people append an underscore, others prepend "m_". I don't like either.
Which style do you use and why?
From my perspective as sitting with 4 million lines of C++ code (and that's just one project) from a maintenance perspective I would say:
It's ok to not use getters/setters if members are immutable (i.e. const) or simple with no dependencies (like a point class with members X and Y).
If member is private only it's also ok to skip getters/setters. I also count members of internal pimpl-classes as private if the .cpp unit is smallish.
If member is public or protected (protected is just as bad as public) and non-const, non-simple or has dependencies then use getters/setters.
As a maintenance guy my main reason for wanting to have getters/setters is because then I have a place to put break points / logging / something else.
I prefer the style of alternative 2. as that's more searchable (a key component in writing maintainable code).
2) is the best IMO, because it makes your intentions clearest. set_amount(10) is more meaningful than amount(10), and as a nice side effect allows a member named amount.
Public variables is usually a bad idea, because there's no encapsulation. Suppose you need to update a cache or refresh a window when a variable is updated? Too bad if your variables are public. If you have a set method, you can add it there.
I never use this style. Because it can limit the future of your class design and explicit geters or setters are just as efficient with a good compilers.
Of course, in reality inline explicit getters or setters create just as much underlying dependency on the class implementation. THey just reduce semantic dependency. You still have to recompile everything if you change them.
This is my default style when I use accessor methods.
This style seems too 'clever' to me. I do use it on rare occasions, but only in cases where I really want the accessor to feel as much as possible like a variable.
I do think there is a case for simple bags of variables with possibly a constructor to make sure they're all initialized to something sane. When I do this, I simply make it a struct and leave it all public.
That is a good style if we just want to represent pure data.
I don't like it :) because get_/set_ is really unnecessary when we can overload them in C++.
STL uses this style, such as std::streamString::str and std::ios_base::flags, except when it should be avoided! when? When method's name conflicts with other type's name, then get_/set_ style is used, such as std::string::get_allocator because of std::allocator.
In general, I feel that it is not a good idea to have too many getters and setters being used by too many entities in the system. It is just an indication of a bad design or wrong encapsulation.
Having said that, if such a design needs to be refactored, and the source code is available, I would prefer to use the Visitor Design pattern. The reason is:
a. It gives a class an opportunity to
decide whom to allow access to its
private state
b. It gives a class an
opportunity to decide what access to
allow to each of the entities who are
interested in its private state
c. It
clearly documents such exteral access
via a clear class interface
Basic idea is:
a) Redesign if possible else,
b)
Refactor such that
All access to class state is via a well known individualistic
interface
It should be possible to configure some kind of do's and don'ts
to each such interface, e.g. all
access from external entity GOOD
should be allowed, all access from
external entity BAD should be
disallowed, and external entity OK
should be allowed to get but not set (for example)
I would not exclude accessors from use. May for some POD structures, but I consider them a good thing (some accessors might have additional logic, too).
It doesn't realy matters the naming convention, if you are consistent in your code. If you are using several third party libraries, they might use different naming conventions anyway. So it is a matter of taste.
I've seen the idealization of classes instead of integral types to refer to meaningful data.
Something like this below is generally not making good use of C++ properties:
struct particle {
float mass;
float acceleration;
float velocity;
} p;
Why? Because the result of p.mass*p.acceleration is a float and not force as expected.
The definition of classes to designate a purpose (even if it's a value, like amount mentioned earlier) makes more sense, and allow us to do something like:
struct amount
{
int value;
amount() : value( 0 ) {}
amount( int value0 ) : value( value0 ) {}
operator int()& { return value; }
operator int()const& { return value; }
amount& operator = ( int const newvalue )
{
value = newvalue;
return *this;
}
};
You can access the value in amount implicitly by the operator int. Furthermore:
struct wage
{
amount balance;
operator amount()& { return balance; }
operator amount()const& { return balance; }
wage& operator = ( amount const& newbalance )
{
balance = newbalance;
return *this;
}
};
Getter/Setter usage:
void wage_test()
{
wage worker;
(amount&)worker = 100; // if you like this, can remove = operator
worker = amount(105); // an alternative if the first one is too weird
int value = (amount)worker; // getting amount is more clear
}
This is a different approach, doesn't mean it's good or bad, but different.
An additional possibility could be :
int& amount();
I'm not sure I would recommend it, but it has the advantage that the unusual notation can refrain users to modify data.
str.length() = 5; // Ok string is a very bad example :)
Sometimes it is maybe just the good choice to make:
image(point) = 255;
Another possibility again, use functional notation to modify the object.
edit::change_amount(obj, val)
This way dangerous/editing function can be pulled away in a separate namespace with it's own documentation. This one seems to come naturally with generic programming.
Let me tell you about one additional possiblity, which seems the most conscise.
Need to read & modify
Simply declare that variable public:
class Worker {
public:
int wage = 5000;
}
worker.wage = 8000;
cout << worker.wage << endl;
Need just to read
class Worker {
int _wage = 5000;
public:
inline int wage() {
return _wage;
}
}
worker.wage = 8000; // error !!
cout << worker.wage() << endl;
The downside of this approach is that you need to change all the calling code (add parentheses, that is) when you want to change the access pattern.
variation on #3, i'm told this could be 'fluent' style
class foo {
private: int bar;
private: int narf;
public: foo & bar(int);
public: int bar();
public: foo & narf(int);
public: int narf();
};
//multi set (get is as expected)
foo f; f.bar(2).narf(3);