declaring struct inside of a class - c++

I am reading through a framework for a game, and it has a Door struct inside the Room class as follows:
#include <vector>
class Room{
public:
struct Door{
unsigned name;
unsigned orientation;
Room* room1;
Room* room2;
};
std::vector<Door*> adjacent;
};
What is the purpose of defining a struct inside of a class? And, does it make a difference what access modifier that the struct is defined with?

What is the purpose of defining a struct inside of a class?
It's just a nested type.
And, does it make a difference what access modifier that the struct is defined with?
If Door was declared private then trying to declare a variable of type Room::Door outside this class will give an error.

What is the purpose of defining a struct inside of a class? And, does it make a difference what access modifier that the struct is defined with?
No two people will give you the same answer as to the purpose, however we can tell you what the effects are:
In the scope of Room you can refer to the class as just Door.
Outside the scope of Room you must refer to the class as Room::Door
Yes, the visibility of the type is the same as any class member, and effected by private, protected and public.

The intent is to create a type that not just the instances of that type are owned by the surrounding class, but the the type itself is as also owned by the surrounding class.
For an obvious example, most container types will define the iterator type for that container as a nested class (or struct). Even though vector<T>::iterator and deque<T>::iterator represent similar concepts, each is still owned by, and specific to, its associated container type.
As far as access specifiers go, they follow the usual rules -- if you make a struct/class definition private, it will only be visible to other code in the same class. If it's protected, it'll be visible to that class and its descendants. If it's public, it'll be visible to everybody.
To give a more concrete example, for positions in a business, you might have:
class secretary {};
class executive {
class secretary {};
};
In this case, a ::secretary is a "normal" secretary and an executive::secretary is an executive secretary -- although obviously similar, an executive secretary will normally a have job description that's at least somewhat different from a non-executive secretary's. An executive vice president might have one executive secretary and two "normal" secretaries, but a lower level manager is probably only authorized to have a normal secretary, not an executive secretary.
In real programming, you often have private nested classes -- unlike an executive secretary that's just different from a normal secretary, some of these are things that the rest of the world doesn't even know they exist at all (at least unless they look at the private parts of the header of course).

Short answer: struct and class mean exactly the same thing in C++, except for the default access. Door is just a nested class. In other words:
struct Door{
...
Is the same as:
class Door{
public:
...
Nesting classes is useful for organizational and documentation reasons. It's like namespaces, but predates namespace in C++.

Related

Difference between using structures with methods and with functions and classes? [duplicate]

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What are the differences between struct and class in C++?
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In what scenarios is it better to use a struct vs a class in C++?
The differences between a class and a struct in C++ are:
struct members and base classes/structs are public by default.
class members and base classes/structs are private by default.
Both classes and structs can have a mixture of public, protected and private members, can use inheritance, and can have member functions.
I would recommend you:
use struct for plain-old-data structures without any class-like features;
use class when you make use of features such as private or protected members, non-default constructors and operators, etc.
As everyone else notes there are really only two actual language differences:
struct defaults to public access and class defaults to private access.
When inheriting, struct defaults to public inheritance and class defaults to private inheritance. (Ironically, as with so many things in C++, the default is backwards: public inheritance is by far the more common choice, but people rarely declare structs just to save on typing the "public" keyword.
But the real difference in practice is between a class/struct that declares a constructor/destructor and one that doesn't. There are certain guarantees to a "plain-old-data" POD type, that no longer apply once you take over the class's construction. To keep this distinction clear, many people deliberately only use structs for POD types, and, if they are going to add any methods at all, use classes. The difference between the two fragments below is otherwise meaningless:
class X
{
public:
// ...
};
struct X
{
// ...
};
(Incidentally, here's a thread with some good explanations about what "POD type" actually means: What are POD types in C++?)
There are lots of misconceptions in the existing answers.
Both class and struct declare a class.
Yes, you may have to rearrange your access modifying keywords inside the class definition, depending on which keyword you used to declare the class.
But, beyond syntax, the only reason to choose one over the other is convention/style/preference.
Some people like to stick with the struct keyword for classes without member functions, because the resulting definition "looks like" a simple structure from C.
Similarly, some people like to use the class keyword for classes with member functions and private data, because it says "class" on it and therefore looks like examples from their favourite book on object-oriented programming.
The reality is that this completely up to you and your team, and it'll make literally no difference whatsoever to your program.
The following two classes are absolutely equivalent in every way except their name:
struct Foo
{
int x;
};
class Bar
{
public:
int x;
};
You can even switch keywords when redeclaring:
class Foo;
struct Bar;
(although this breaks Visual Studio builds due to non-conformance, so that compiler will emit a warning when you do this.)
and the following expressions both evaluate to true:
std::is_class<Foo>::value
std::is_class<Bar>::value
Do note, though, that you can't switch the keywords when redefining; this is only because (per the one-definition rule) duplicate class definitions across translation units must "consist of the same sequence of tokens". This means you can't even exchange const int member; with int const member;, and has nothing to do with the semantics of class or struct.
The only time I use a struct instead of a class is when declaring a functor right before using it in a function call and want to minimize syntax for the sake of clarity. e.g.:
struct Compare { bool operator() { ... } };
std::sort(collection.begin(), collection.end(), Compare());
From the C++ FAQ Lite:
The members and base classes of a struct are public by default, while in class, they default to private. Note: you should make your base classes explicitly public, private, or protected, rather than relying on the defaults.
struct and class are otherwise functionally equivalent.
OK, enough of that squeaky clean techno talk. Emotionally, most developers make a strong distinction between a class and a struct. A struct simply feels like an open pile of bits with very little in the way of encapsulation or functionality. A class feels like a living and responsible member of society with intelligent services, a strong encapsulation barrier, and a well defined interface. Since that's the connotation most people already have, you should probably use the struct keyword if you have a class that has very few methods and has public data (such things do exist in well designed systems!), but otherwise you should probably use the class keyword.
You can use "struct" in C++ if you are writing a library whose internals are C++ but the API can be called by either C or C++ code. You simply make a single header that contains structs and global API functions that you expose to both C and C++ code as this:
// C access Header to a C++ library
#ifdef __cpp
extern "C" {
#endif
// Put your C struct's here
struct foo
{
...
};
// NOTE: the typedef is used because C does not automatically generate
// a typedef with the same name as a struct like C++.
typedef struct foo foo;
// Put your C API functions here
void bar(foo *fun);
#ifdef __cpp
}
#endif
Then you can write a function bar() in a C++ file using C++ code and make it callable from C and the two worlds can share data through the declared struct's. There are other caveats of course when mixing C and C++ but this is a simplified example.
One place where a struct has been helpful for me is when I have a system that's receiving fixed format messages (over say, a serial port) from another system. You can cast the stream of bytes into a struct that defines your fields, and then easily access the fields.
typedef struct
{
int messageId;
int messageCounter;
int messageData;
} tMessageType;
void processMessage(unsigned char *rawMessage)
{
tMessageType *messageFields = (tMessageType *)rawMessage;
printf("MessageId is %d\n", messageFields->messageId);
}
Obviously, this is the same thing you would do in C, but I find that the overhead of having to decode the message into a class is usually not worth it.
As every one says, the only real difference is the default access. But I particularly use struct when I don't want any sort of encapsulation with a simple data class, even if I implement some helper methods. For instance, when I need something like this:
struct myvec {
int x;
int y;
int z;
int length() {return x+y+z;}
};
To answer my own question (shamelessly), As already mentioned, access privileges are the only difference between them in C++.
I tend to use a struct for data-storage only. I'll allow it to get a few helper functions if it makes working with the data easier. However as soon as the data requires flow control (i.e. getters/setters that maintain or protect an internal state) or starts acquring any major functionality (basically more object-like), it will get 'upgraded' to a class to better communicate intent.
For C++, there really isn't much of a difference between structs and classes. The main functional difference is that members of a struct are public by default, while they are private by default in classes. Otherwise, as far as the language is concerned, they are equivalent.
That said, I tend to use structs in C++ like I do in C#, similar to what Brian has said. Structs are simple data containers, while classes are used for objects that need to act on the data in addition to just holding on to it.
Structs (PODs, more generally) are handy when you're providing a C-compatible interface with a C++ implementation, since they're portable across language borders and linker formats.
If that's not a concern to you, then I suppose the use of the "struct" instead of "class" is a good communicator of intent (as #ZeroSignal said above). Structs also have more predictable copying semantics, so they're useful for data you intend to write to external media or send across the wire.
Structs are also handy for various metaprogramming tasks, like traits templates that just expose a bunch of dependent typedefs:
template <typename T> struct type_traits {
typedef T type;
typedef T::iterator_type iterator_type;
...
};
...But that's really just taking advantage of struct's default protection level being public...
As others have pointed out
both are equivalent apart from default visibility
there may be reasons to be forced to use the one or the other for whatever reason
There's a clear recommendation about when to use which from Stroustrup/Sutter:
Use class if the class has an invariant; use struct if the data members can vary independently
However, keep in mind that it is not wise to forward declare sth. as a class (class X;) and define it as struct (struct X { ... }).
It may work on some linkers (e.g., g++) and may fail on others (e.g., MSVC), so you will find yourself in developer hell.
Both struct and class are the same under the hood though with different defaults as to visibility, struct default is public and class default is private. You can change either one to be the other with the appropriate use of private and public. They both allow inheritance, methods, constructors, destructors, and all the rest of the goodies of an object oriented language.
However one huge difference between the two is that struct as a keyword is supported in C whereas class is not. This means that one can use a struct in an include file that can be #include into either C++ or C so long as the struct is a plain C style struct and everything else in the include file is compatible with C, i.e. no C++ specific keywords such as private, public, no methods, no inheritance, etc. etc. etc.
A C style struct can be used with other interfaces which support using C style struct to carry data back and forth over the interface.
A C style struct is a kind of template (not a C++ template but rather a pattern or stencil) that describes the layout of a memory area. Over the years interfaces usable from C and with C plug-ins (here's looking at you Java and Python and Visual Basic) have been created some of which work with C style struct.
An advantage of struct over class is that it save one line of code, if adhering to "first public members, then private". In this light, I find the keyword class useless.
Here is another reason for using only struct and never class. Some code style guidelines for C++ suggest using small letters for function macros, the rationale being that when the macro is converted to an inline function, the name shouldn't need to be changed. Same here. You have your nice C-style struct and one day, you find out you need to add a constructor, or some convenience method. Do you change it to a class? Everywhere?
Distinguishing between structs and classes is just too much hassle getting into the way of doing what we should be doing - programming. Like so many of C++'s problems it arises out of the strong desire for backwards compatibility.
They are pretty much the same thing. Thanks to the magic of C++, a struct can hold functions, use inheritance, created using "new" and so on just like a class
The only functional difference is that a class begins with private access rights, while a struct begins with public. This is the maintain backwards compatibility with C.
In practice, I've always used structs as data holders and classes as objects.
Class.
Class members are private by default.
class test_one {
int main_one();
};
Is equivalent to
class test_one {
private:
int main_one();
};
So if you try
int two = one.main_one();
We will get an error: main_one is private because its not accessible. We can
solve it by initializing it by specifying its a public ie
class test_one {
public:
int main_one();
};
Struct.
A struct is a class where members are public by default.
struct test_one {
int main_one;
};
Means main_one is private ie
class test_one {
public:
int main_one;
};
I use structs for data structures where the members can take any value, it's
easier that way.
After years of programming in C++, my main language, I come to the dead conclusion that this is another one of C++ dumb feature.
There is no real difference between the two, and no reason why I should spend extra time deciding whether I should define my entity as a struct or a class.
To answer this question, feel free to always define your entity as a struct. Members will be public by default which is the norm. But even more importantly, inheritance will be public by default. Protected inheritance, and even worse, private inheritance, are the exceptions.
I have never had a case where private inheritance was the right thing to do. Yes I tried to invent problems to use private inheritance but it didn't work. And Java, the role model of Object Oriented programming defaults to public inheritance if you don't use the accessor keywords. And by the way, Java doesn't allow accessor keywords on inherited classes, they can only be publicly inherited. So you can see, the cpp team really fell down here.
Another frustrating thing about this, is that if you define as a class and declare as a struct you get compilation warning. As though this is something that impacted the performance or accuracy of your program. One answer also noted that MSVC may propogate a compiler error instead.
Those persons that use classes when it is raining and structs when it is shining are doing so based on what they have been taught. It's not something they discovered to be true. Java does not have a pair of names for classes, and only have the class keyword. If you want a data structure, simply make all your members public and don't add functions. This works in Java and I don't see any problem. What's the problem? You need 4 or 5 characters of BOM code to determine how to interpret the context of a class entity.
they're the same thing with different defaults (private by default for class, and public by default for struct), so in theory they're totally interchangeable.
so, if I just want to package some info to move around, I use a struct, even if i put a few methods there (but not many). If it's a mostly-opaque thing, where the main use would be via methods, and not directly to the data members, i use a full class.
Structs by default have public access and classes by default have private access.
Personally I use structs for Data Transfer Objects or as Value Objects. When used as such I declare all members as const to prevent modification by other code.
Just to address this from a C++20 Standardese perspective (working from N4860)...
A class is a type. The keywords "class" and "struct" (and "union") are - in the C++ grammar - class-keys, and the only functional significance of the choice of class or struct is:
The class-key determines whether ... access is public or private by default (11.9).
Data member default accessibility
That the class keyword results in private-by-default members, and `struct keyword results in public-by-default members, is documented by the examples in 11.9.1:
class X {
int a; // X::a is private by default: class used
...vs...
struct S {
int a; // S::a is public by default: struct used
Base class default accessibility
1.9 also says:
In the absence of an access-specifier for a base class, public is assumed when the derived class is defined with the class-key struct and private is assumed when the class is defined with the class-key class.
Circumstances where consistent use of struct or class is required...
There's a requirement:
In a redeclaration, partial specialization, explicit specialization or explicit instantiation of a class template, the class-key shall agree in kind with the original class template declaration (9.2.8.3).
...in any elaborated-type-specifier, the enum keyword shall be used to refer to an enumeration (9.7.1), the union class-key shall be used to refer to a union (11.5), and either the class or struct class-key shall be
used to refer to a non-union class (11.1).
The following example (of when consistency is not required) is provided:
struct S { } s;
class S* p = &s; // OK
Still, some compilers may warn about this.
Interestingly, while the types you create with struct, class and union are all termed "classes", we have...
A standard-layout struct is a standard layout class defined with the class-key struct or the class-key class.
...so in Standardese, when there's talk of a standard-layout struct it's using "struct" to imply "not a union"s.
I'm curious if there are similar use of "struct" in other terminology, but it's too big a job to do an exhaustive search of the Standard. Comments about that welcome.
Technically both are the same in C++ - for instance it's possible for a struct to have overloaded operators etc.
However :
I use structs when I wish to pass information of multiple types simultaneously
I use classes when the I'm dealing with a "functional" object.
Hope it helps.
#include <string>
#include <map>
using namespace std;
struct student
{
int age;
string name;
map<string, int> grades
};
class ClassRoom
{
typedef map<string, student> student_map;
public :
student getStudentByName(string name) const
{ student_map::const_iterator m_it = students.find(name); return m_it->second; }
private :
student_map students;
};
For instance, I'm returning a struct student in the get...() methods over here - enjoy.
When would you choose to use struct
and when to use class in C++?
I use struct when I define functors and POD. Otherwise I use class.
// '()' is public by default!
struct mycompare : public std::binary_function<int, int, bool>
{
bool operator()(int first, int second)
{ return first < second; }
};
class mycompare : public std::binary_function<int, int, bool>
{
public:
bool operator()(int first, int second)
{ return first < second; }
};
I use structs when I need to create POD type or functor.
All class members are private by default and all struct members are public by default.
Class has default private bases and Struct has default public bases. Struct in case of C cannot have member functions where as in case of C++ we can have member functions being added to the struct. Other than these differences, I don't find anything surprising about them.
I use struct only when I need to hold some data without any member functions associated to it (to operate on the member data) and to access the data variables directly.
Eg: Reading/Writing data from files and socket streams etc. Passing function arguments in a structure where the function arguments are too many and function syntax looks too lengthy.
Technically there is no big difference between class and struture except default accessibility.
More over it depends on programming style how you use it.
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I thought that Structs was intended as a Data Structure (like a multi-data type array of information) and classes was inteded for Code Packaging (like collections of subroutines & functions)..
:(
I never use "struct" in C++.
I can't ever imagine a scenario where you would use a struct when you want private members, unless you're willfully trying to be confusing.
It seems that using structs is more of a syntactic indication of how the data will be used, but I'd rather just make a class and try to make that explicit in the name of the class, or through comments.
E.g.
class PublicInputData {
//data members
};

How should I share data structures

Bjarne Stroustrup: My rule of thumb is that you should have a real
class with an interface and a hidden representation if and only if you
can consider an invariant for the class.
On a current project, I had a base class called Widget. It had private variables for x, y, width, height (basically a rect data structure) and public getters and setters for each. Their was no purpose to the class except being a dumb variable holder. In light of Bjarnes' comment above, I got rid of this class, but I'm wondering how I should share this data structure with child classes that need them. Should I just individually include them as members for each class? Put them inside a Widget namespace?
You can use a struct
e.g.
struct widget
{
int x;
int y;
int w;
int h;
};
I'm not sure I entirely agree with Bjarne (aside from invariants the ability to change the representation may be an important concern although in that case it may be important to even move the actual definition into a PImpl rather than just making it private). However, you can group variables into a structure with public access to its members if there is no concern about changed members and or invariants. In case, the members are indeed just lumped together without a semantic meaning, you might even just use a std::tuple:
typedef std::tuple<int, int, double, double> widget;
... although in this case the different members do have access functions - for technical reasons independent from invariants and forward compatibility.
I think you massively misread Stroustrup there, let me emphasise the part that I think is important:
My rule of thumb is that you should have a real class with an interface and a hidden representation if and only if you can consider an invariant for the class.
I believe he is specifically not talking about not using the keyword class in this situation but is referring to a logical class (or "real class"). The difference is quite significant. A class (note the lack of markdown) is a data structure with a self contained interface and possibly a hidden implementation (see pimpl idiom). That means, the workings of a (logical) class are invisible to the user and a class object is communicated with via member functions and free functions. In terms of data abstraction that is sometimes interpreted as "don't access member variables from the outside" but that's just a shallower wording of the core idea.
You should still use structured design for heterogeneous collections of data just as you do (or as Commander or Dietmar Kühl suggests). Whether or not you use the class or the struct keyword is personal taste, but I tend to use the struct keyword so it is clear that this type is not a class in the logical sense but just some data that belongs together. I find using a proper struct is preferable to an std::tuple as you can name all the members, giving them meaning, rather than accessing them by index and having to remember what every index was supposed to mean. In addition it is easier to modify and extend a struct in the future.

Using Custom Struct inside of Class Definition

This is a relatively simple question, but the specifics are confusing me.
I have a basic struct as follows:
struct player {
string name;
int rating;
};
and a class 'team' which would make use of this struct. With this in mind, where is the correct placement of the 'player' struct- inside the public/private fields of the team or in a separate file? Also, would there be anything different that I'd need to do in order to create an instance of it? Thanks.
You have to ask yourself a question. Is the struct player meaningless unless in conjunction with class team? If so, it should probably be defined inside team; otherwise, it should be defined independently.
That is: if someone can conceivably want to use a player object that has not been directly retrieved from a team, you should make player an independent struct. Since we don't know the general structure or idea behind your program, we cannot give you a direct answer.
It depends on the how you use team/player struct. If you player is used by other part of the application, you should put player independent, that's the most cases do.
struct Player {
int rating;
std::string name;
};
class Team
{
private:
std::vector<Player> players_; // here you have a bunch of players
};
if your Player is totally internally used by Team and no one is using it, you can put it inside Team struct/class to narrow down its name scope.
class Team
{
private:
struct Player{
int rating;
std::string name;
};
private:
std::vector<Player> players_; // here you have a bunch of players
};
simply define the struct before the class.
that should do the trick...
I think a team is a collection of players, so it is convinient to use some container for managing the team.
A lot of efficient containers can be found in STL, it is up to you to choose one which suits you needs best.
Also to mention, in order to group staff related to the same task you can use namespace.
The key is whether it ia possible to use Player without using Team. If so, it should be a separate class, and not nested. In well designed conventional (OO) software, most nested classes are used exclusively inside the outer class, and are private. Or they are proxies, used for return values from functions of the outer class, but never declared by clients of the outer classes.
It may also be deemed advisable to make other "views" of the class member classes; e.g. iterators into a container. Whether iterators should be members, or free classes, is more of a style issue than anything else (but you should be consistent); it mainly affects the name (ContainerIterator vs. Container::Iterator).
Finally, templates introduce another dimension: given a template on a type T, it's easy, within this template, to reference members, including member types, of T; it's impossible to find "unrelated" types. In other words, if you instantiate the template with T == Container, Container::Iterator is readily available as typename T:Iterator, but you have no way of finding ContainerIterator.
Given the names of your classes, I suspect very strongly that they should be independent, with Team having a 1-n containment relationship to Player. (I also suspect that both are entity objects, and should be made uncopyable and unassignable. But that's another issue.)

typedef structs declared inside class or outside?

I'm creating a class called ImageLoader that will be used to load various image formats. For various image formats there are certain structs used. For example with bmp files you have a BITMAPFILEHEADER struct and two others.
What I want to know is, when I'm putting my class definition in the header file, do I make the struct typedefs part of the class definition, or should they be separate, outside the class definition?
I'm not sure because if I was just declaring a struct variable, that would obviously happen in the class, but because I'm defining a type, I'm not sure if it's considered good design to define a type inside a class.
My general rule is that if it will only be used in conjunction with that class, then declare it inside (it implies ownership); otherwise declare it separately.
You get better encapsulation if you leave out everything from the header that you possibly can. Even if some methods of your class need parameters or return types of the struct, you might get away with a forward declaration.
The only time you need to put it in the header is when it's part of the public interface.
As to whether it goes in the class or not, consider whether it's useful on its own or if it is totally subservient to the class. If it can stand alone it should probably go in its own header.
I would not say that declaring a type in a class is an indicator of bad design. Assuming that your mention of "design" means something along the lines of "readability", I would be a stickler for consistency and insist that the same relationships be expressed in the same way.
Otherwise, you are not going to be struck down by a divine wrath for nesting types (Considering SGI is not a smoldering crater). This is pretty context-centric, so there are no hard and fast rules outside of what you define based on your requirements.
If client accessibility is not an issue, I declare most everything in an appropriate scope in headers and just document what my code means. Again, this is if I do not have strict usage/readability guidelines to enforce. I'd go with Mark's suggestion if I did.
Two cents: You could try enumerating image types and using one public struct for config data so that you could justify pulling everything else behind closed doors.
BITMAPFILEHEADER is a structure defined in the Win32 Platform SDK. I'm not sure I've understood your request about it and your class...
In general, if you are defining structures that are not exposed to the client of your class, I'd define them in the private part of your class, or in a sub-namespace Details in your header file, e.g.:
namespace YourCoolLibrary
{
namespace Details
{
struct SomeInternalStructure
{
...
};
} // namespace Details
class YourCoolClass
{
...
private:
Details::SomeInternalStructure m_something;
};
} // namespace YourCoolLibrary
There are even many more choices. If you put it in the class you have to choose if it's public, protected, or private making the class definition visible for every user of the class, only derived classes or no other classes.
If you do not need the details of the class definition I'd put only forward declarations into ImageLoader to keep it simpler. The full definition of the inner class then goes into the implementation file.
My rule of thumb is to make names as local as possible, so if I use it accidentally at the wrong place the compiler will complain.
If the typedef logically belongs into the class you are creating, put it inside; if it would make sense on a global level, leave it outside.

Pros and cons of using nested C++ classes and enumerations?

What are the pros and cons of using nested public C++ classes and enumerations? For example, suppose you have a class called printer, and this class also stores information on output trays, you could have:
class printer
{
public:
std::string name_;
enum TYPE
{
TYPE_LOCAL,
TYPE_NETWORK,
};
class output_tray
{
...
};
...
};
printer prn;
printer::TYPE type;
printer::output_tray tray;
Alternatively:
class printer
{
public:
std::string name_;
...
};
enum PRINTER_TYPE
{
PRINTER_TYPE_LOCAL,
PRINTER_TYPE_NETWORK,
};
class output_tray
{
...
};
printer prn;
PRINTER_TYPE type;
output_tray tray;
I can see the benefits of nesting private enums/classes, but when it comes to public ones, the office is split - it seems to be more of a style choice.
So, which do you prefer and why?
Nested classes
There are several side effects to classes nested inside classes that I usually consider flaws (if not pure antipatterns).
Let's imagine the following code :
class A
{
public :
class B { /* etc. */ } ;
// etc.
} ;
Or even:
class A
{
public :
class B ;
// etc.
} ;
class A::B
{
public :
// etc.
} ;
So:
Privilegied Access: A::B has privilegied access to all members of A (methods, variables, symbols, etc.), which weakens encapsulation
A's scope is candidate for symbol lookup: code from inside B will see all symbols from A as possible candidates for a symbol lookup, which can confuse the code
forward-declaration: There is no way to forward-declare A::B without giving a full declaration of A
Extensibility: It is impossible to add another class A::C unless you are owner of A
Code verbosity: putting classes into classes only makes headers larger. You can still separate this into multiple declarations, but there's no way to use namespace-like aliases, imports or usings.
As a conclusion, unless exceptions (e.g. the nested class is an intimate part of the nesting class... And even then...), I see no point in nested classes in normal code, as the flaws outweights by magnitudes the perceived advantages.
Furthermore, it smells as a clumsy attempt to simulate namespacing without using C++ namespaces.
On the pro-side, you isolate this code, and if private, make it unusable but from the "outside" class...
Nested enums
Pros: Everything.
Con: Nothing.
The fact is enum items will pollute the global scope:
// collision
enum Value { empty = 7, undefined, defined } ;
enum Glass { empty = 42, half, full } ;
// empty is from Value or Glass?
Ony by putting each enum in a different namespace/class will enable you to avoid this collision:
namespace Value { enum type { empty = 7, undefined, defined } ; }
namespace Glass { enum type { empty = 42, half, full } ; }
// Value::type e = Value::empty ;
// Glass::type f = Glass::empty ;
Note that C++0x defined the class enum:
enum class Value { empty, undefined, defined } ;
enum class Glass { empty, half, full } ;
// Value e = Value::empty ;
// Glass f = Glass::empty ;
exactly for this kind of problems.
One con that can become a big deal for large projects is that it is impossible to make a forward declaration for nested classes or enums.
If you're never going to be using the dependent class for anything but working with the independent class's implementations, nested classes are fine, in my opinion.
It's when you want to be using the "internal" class as an object in its own right that things can start getting a little manky and you have to start writing extractor/inserter routines. Not a pretty situation.
It seems like you should be using namespaces instead of classes to group like things that are related to each other in this way. One con that I could see in doing nested classes is you end up with a really large source file that could be hard to grok when you are searching for a section.
There are no pros and cons per se of using nested public C++ classes. There are only facts. Those facts are mandated by the C++ standard. Whether a fact about nested public C++ classes is a pro or a con depends on the particular problem that you are trying to solve. The example you have given does not allow a judgement about whether nested classes are appropriate or not.
One fact about nested classes is, that they have privileged access to all members of the class that they belong to. This is a con, if the nested classes does not need such access. But if the nested class does not need such access, then it should not have been declared as a nested class. There are situations, when a class A wants to grant privileged access to certain other classes B. There are three solutions to this problem
Make B a friend of A
Make B a nested class of A
Make the methods and attributes, that B needs, public members of A.
In this situation, it's #3 that violates encapsulation, because A has control over his friends and over his nested classes, but not over classes that call his public methods or access his public attributes.
Another fact about nested classes is, that it is impossible to add another class A::C as a nested class of A unless you are owner of A. However, this is perfectly reasonable, because nested classes have privileged access. If it were possible to add A::C as a nested class of A, then A::C could trick A into granting access to privileged information; and that yould violate encapsulation. It's basically the same as with the friend declaration: the friend declaration does not grant you any special privileges, that your friend is hiding from others; it allows your friends to access information that you are hiding from your non-friends. In C++, calling someone a friend is an altruistic act, not an egoistic one. The same holds for allowing a class to be a nested class.
Som other facts about nested public classes:
A's scope is candidate for symbol lookup of B: If you don't want this, make B a friend of A instead of a nested class. However, there are cases where you want exactly this kind of symbol lookup.
A::B cannot be forward-declared: A and A::B are tightly coupled. Being able to use A::B without knowing A would only hide this fact.
To summarize this: if the tool does not fit your needs, don't blame the tool; blame yourself for using the tool; others might have different problems, for which the tool is perfect.
paercebal said everything I would say about nested enums.
WRT nested classes, my common and almost sole use case for them is when I have a class which is manipulating a specific type of resource, and I need a data class which represents something specific to that resource. In your case, output_tray might be a good example, but I don't generally use nested classes if the class is going to have any methods which are going to be called from outside the containing class, or is more than primarily a data class. I generally also don't nest data classes unless the contained class is not ever directly referenced outside the containing class.
So, for example, if I had a printer_manipulator class, it might have a contained class for printer manipulation errors, but printer itself would be a non-contained class.
Hope this helps. :)
Remember that you can always promote a nested class to a top-level one later, but you may not be able to do the opposite without breaking existing code. Therefore, my advice would be make it a nested class first, and if it starts to become a problem, make it a top-level class in the next version.
For me a big con to having it outside is that it becomes part of the global namespace. If the enum or related class only really applies to the class that it's in, then it makes sense. So in the printer case, everything that includes the printer will know about having full access to the enum PRINTER_TYPE, where it doesn't really need to know about it. I can't say i've ever used an internal class, but for an enum, this seems more logical to keep it inside. As another poster has pointed out, it's also a good idea to to use namespaces to group similar items, since clogging the global namespace can really be a bad thing. I have previously worked on projects which are massive and just bringing up an auto complete list on the global namespace takes 20 minutes. In my opinion nested enums and namespaced classes/structs are probably the cleanest approach.
I agree with the posts advocating for embedding your enum in a class but there are cases where it makes more sense to not do that (but please, at least put it in a namespace). If multiple classes are utilizing an enum defined within a different class, then those classes are directly dependent on that other concrete class (that owns the enum). That surely represents a design flaw since that class will be responsible for that enum as well as other responsibilities.
So, yeah, embed the enum in a class if other code only uses that enum to interface directly with that concrete class. Otherwise, find a better place to keep the enum such as a namespace.
If you put the enum into a class or a namespace, intellisense will be able to give you guidance when you're trying to remember the enum names. A small thing for sure, but sometimes the small things matter.
Visual Studio 2008 does not seem to be able to provide intellisense for nested classes, so I have switched to the PIMPL idiom in most cases where I used to have a nested class. I always put enums either in the class if it is used only by that class, or outside the class in the same namespace as the class when more than one class uses the enum.
I can see a con for nested classes, that one may better use generic programming.
If the little class is defined outside the big one, you can make the big class a class template and use any "little" class you may need in the future with the big class.
Generic programming is a powerful tool, and, IMHO, we should keep it in mind when developing extensible programs. Strange, that no one has mentioned this point.
Only problem with nested classes that I bumped into yet was that C++ does not let us refer to the object of the enclosing class, in the nested class functions. We cannot say "Enclosing::this"
(But maybe there's a way?)