template return with d-pointer - c++

Having a template method that casts to a particular Class is sometimes userfull, and I do use quite a lot, but while Implementing the 'd-pointer', they stopped working, because I don't know the internals of the 'd' while in the header file. is there any way for the snipped bellow to work?
class BlahPrivate;
class Blah{
public:
template<typename T> T*method(){ return static_cast<T*>( d->object ); }
private:
BlahPrivate *d;
}

First of all, if you want to separate the cast logic from the template internals, you can do that with a PIMPL (Pointer to Impl) idiom, adding a layer of indirection. Basically, place this template in its own header that DOES include the definition for BlahPrivate. Make that standalone. Then make a .h file that calls the function you have above, except it forwards the function call to the header file that has the BlahPrivate definition and cast logic.
Secondly, you're probably better off just defining implicit conversion operators in BlahPrivate for the types you'd like to convert it to... for example, putting this in your class:
operator std::string() { return std::string("This is a BlahPRivate"); }
would allow you to use BlahPrivate wherever a string was expected - it's pretty nifty :) Obviously, you'd want to give your casts more meaning though.
Don't go crazy with the implicit cast operators or it will bite you in the butt. Actually, I think this whole thing is probably a bad idea, because even your proposed function would make debugging hard - instead of getting a static cast error for a bad type on your line with the error, you'll get it in this function and have to trace it back.
Similarly, implicit casts may do a cast (and work) when you don't want them to: i.e. you wrote your parameters backwards in a function, and the std::string one was automatically converted to by the implicit function above - implicit casts lessen your type safety. Sometimes doing things by hand (when they're trivial like a cast) is better - after all, you really shouldn't have to cast often - if you do it's often a sign of bad design and you should rethink what you're doing.

Related

Is there a legitimate use for void*?

Is there a legitimate use of void* in C++? Or was this introduced because C had it?
Just to recap my thoughts:
Input: If we want to allow multiple input types we can overload functions and methods, alternatively we can define a common base class, or template (thanks for mentioning this in the answers). In both cases the code get's more descriptive and less error prone (provided the base class is implemented in a sane way).
Output: I can't think of any situation where I would prefer to receive void* as opposed to something derived from a known base class.
Just to make it clear what I mean: I'm not specifically asking if there is a use-case for void*, but if there is a case where void* is the best or only available choice. Which has been perfectly answered by several people below.
void* is at least necessary as the result of ::operator new (also every operator new...) and of malloc and as the argument of the placement new operator.
void* can be thought as the common supertype of every pointer type. So it is not exactly meaning pointer to void, but pointer to anything.
BTW, if you wanted to keep some data for several unrelated global variables, you might use some std::map<void*,int> score; then, after having declared global int x; and double y; and std::string s; do score[&x]=1; and score[&y]=2; and score[&z]=3;
memset wants a void* address (the most generic ones)
Also, POSIX systems have dlsym and its return type evidently should be void*
There are multiple reasons to use void*, the 3 most common being:
interacting with a C library using void* in its interface
type-erasure
denoting un-typed memory
In reverse order, denoting un-typed memory with void* (3) instead of char* (or variants) helps preventing accidental pointer arithmetic; there are very few operations available on void* so it usually require casting before being useful. And of course, much like with char* there is no issue with aliasing.
Type-erasure (2) is still used in C++, in conjunction with templates or not:
non-generic code helps reducing binary bloat, it's useful in cold paths even in generic code
non-generic code is necessary for storage sometimes, even in generic container such as std::function
And obviously, when the interface you deal with uses void* (1), you have little choice.
Oh yes. Even in C++ sometimes we go with void * rather than template<class T*> because sometimes the extra code from the template expansion weighs too much.
Commonly I would use it as the actual implementation of the type, and the template type would inherit from it and wrap the casts.
Also, custom slab allocators (operator new implementations) must use void *. This is one of the reasons why g++ added an extension of permitting pointer arithmatic on void * as though it were of size 1.
Input: If we want to allow multiple input types we can overload
functions and methods
True.
alternatively we can define a common base
class.
This is partially true: what if you can't define a common base class, an interface or similar? To define those you need to have access to the source code, which is often not possible.
You didn't mention templates. However, templates cannot help you with polymorphism: they work with static types i.e. known at compile time.
void* may be consider as the lowest common denominator. In C++, you typically don't need it because (i) you can't inherently do much with it and (ii) there are almost always better solutions.
Even further, you will typically end up on converting it to other concrete types. That's why char * is usually better, although it may indicate that you're expecting a C-style string, rather than a pure block of data. That's whyvoid* is better than char* for that, because it allows implicit cast from other pointer types.
You're supposed to receive some data, work with it and produce an output; to achieve that, you need to know the data you're working with, otherwise you have a different problem which is not the one you were originally solving. Many languages don't have void* and have no problem with that, for instance.
Another legitimate use
When printing pointer addresses with functions like printf the pointer shall have void* type and, therefore, you may need a cast to void*
Yes, it is as useful as any other thing in the language.
As an example, you can use it to erase the type of a class that you are able to statically cast to the right type when needed, in order to have a minimal and flexible interface.
In that response there is an example of use that should give you an idea.
I copy and paste it below for the sake of clarity:
class Dispatcher {
Dispatcher() { }
template<class C, void(C::*M)() = C::receive>
static void invoke(void *instance) {
(static_cast<C*>(instance)->*M)();
}
public:
template<class C, void(C::*M)() = &C::receive>
static Dispatcher create(C *instance) {
Dispatcher d;
d.fn = &invoke<C, M>;
d.instance = instance;
return d;
}
void operator()() {
(fn)(instance);
}
private:
using Fn = void(*)(void *);
Fn fn;
void *instance;
};
Obviously, this is only one of the bunch of uses of void*.
Interfacing with an external library function which returns a pointer. Here is one for an Ada application.
extern "C" { void* ada_function();}
void* m_status_ptr = ada_function();
This returns a pointer to whatever it was Ada wanted to tell you about. You don't have to do anything fancy with it, you can give it back to Ada to do the next thing.
In fact disentangling an Ada pointer in C++ is non-trivial.
In short, C++ as a strict language (not taking into account C relics like malloc()) requires void* since it has no common parent of all possible types. Unlike ObjC, for example, which has object.
The first thing that occurs to my mind (which I suspect is a concrete case of a couple of the answers above) is the capability to pass an object instance to a threadproc in Windows.
I've got a couple of C++ classes which need to do this, they have worker thread implementations and the LPVOID parameter in the CreateThread() API gets an address of a static method implementation in the class so the worker thread can do the work with a specific instance of the class. Simple static cast back in the threadproc yields the instance to work with, allowing each instantiated object to have a worker thread from a single static method implementation.
In case of multiple inheritance, if you need to get a pointer to the first byte of a memory chunk occupied by an object, you may dynamic_cast to void*.

class forward declaration

Can I use forward declaration for a class in order to put it's definition and Implementation later in the program after it's been used (similar to what is done about functions)?
(I need to join multiple source files of a program into a file, and i want to put the classes' definitions and Implementations at the end of the file in order to main be at the top of the file.)
Yes you can, to a certain extent.
You have to realize that the C++ compiler is quite stupid, and doesn't read ahead. This is the reason why you have to use function prototypes (among some other reasons).
Now, a function isn't hard for compiler to resolve. It just looks at the return type of the function, and the types of the parameters of the function, and just assumes that the function is there, without any knowledge about what's actually inside the function, because it ultimately doesn't matter at that point.
However, the contents of the class do matter (the compiler needs to know the size of the class for example). But remember about the not reading ahead bit? When you forward define a class, the compiler doesn't know about what's in it, and therefore is missing a lot of information about it. How much space does is need to reserve for example?
Therefore, you can forward define classes, but you can't use them as value types. The only thing you can do with it (before it has been concretely declared), is use pointers to it (and use it as a function return type and template argument, as pointer out by
#Cheersandhth.-Alf).
If the thing you need to use isn't a pointer, you should probably use headers (read this if you want to learn more about that).
Without a class definition somewhere earlier, you can't use any class members, nor can you create any instances, but you can
use T* and T& types,
use T for formal return type and parameter declarations (yes even by value),
use T as a template parameter,
and possibly more, but the above is what occurred to me immediately.
So if that's all you need, then you're set to go with the forward-declarations.
However, all that the forward declaring buys you in the sketched situation is added work, maintaining the same code in two places, so it's difficult to see the point of it…
Oh, I just remembered, there is a particularly nasty Undefined Behavior associated with forward-declared incomplete types, namely using delete p where p is a pointer to incomplete type. This requires the destructor to be trivial. If the compiler is good then it warns, but don't count on it.
In summary, I would just place main at the very end of that code, where it belongs, avoiding all the problems.

Using a Template to Expose a Private Typedef

I have a class that contains a private typedef and several member
functions:
class Foo
{
private:
typedef std::blahblah FooPart;
FooPart m_fooPart;
...
public:
int someFn1();
int someFn2();
};
Several member functions need to use m_fooPart in a similar way, so I
want to put that in a function. I put helper functions in the anonymous
namespace whenever I can, but in this case, they need to know what
FooPart is. So, I've done this:
namespace
{
template <typename T>
int helperFn(const T& foopart, int index)
{
...
return foopart.fn(index);
}
}
int Foo::someFn1()
{
...
return helperFn(m_fooPart, ix);
}
By forcing the compiler to produce the FooPart type, am I still in the
land of well-defined behavior? Is there a more elegant way of
accomplishing this that doesn't increase the size of Foo or make public
what is now private?
Yes, that approach produces well-defined, standards-compliant behavior.
That said, adding member functions to a class does not increase the size of a class (assuming you mean the result of the sizeof operator), so I'm not sure what drawback you perceive in just making the helper function a private member of Foo.
Simple answer: make the typedef public.
That will leak a minor detail of implementation (the actual internal type), but because it is typedefed you can redefine it at any time and it should be fine.
A little less simple: befriend the helper function, providing access to your internal type.
The problem with this second approach is that you are not only granting access to the typedef, but also to all the private parts of your class, and that might not be the best idea. At any rate, since this is an internal helper function, it is under your own control, and it should be fine. (Now that I think of it, you might want to declare the function in a named namespace, for the friend declaration to succeed)
Even less simple: Create a separate typedef inside the implementation file, and ensure that they are synchronized.
You can ensure that the types are the same with a small bit of metaprogramming, with a same_type<T,U> template that will provide a true value if the two types are the same and false otherwise. A static assert will trigger an error if the typedef changes in only one place
Back to simple again: provide the typedef or use the type directly without the static assert.
You are calling a function (this should not be a template as in your code) and passing a reference. If the typedef changes in the class, the call will fail and the compiler will tell you.
I would go for the last option, while it may look a little rough and less delicate than the others, the fact is that this is only an implementation detail that is not used by others, you are under full control of the code and well, simple is better.
EDIT, after the comment.
I started writing this as a comment, but it became too long, so I am adding it to the answer.
There is nothing wrong in that solution by itself, other than you are making a function generic unnecessarily and some error messages in the future might not be as simple as they could be with a non-generic signature. Note that the template will not expose the typedef (as the question title suggests) but rather it will make the compiler infer the type at the place of call.
If you change the typedef, instead of getting an error saying that the arguments to helperFn cannot be matched against the existing function, the type will be inferred and the function matched, but you will get an error deeper in helperFn if you use a property of the type that is no longer present. Or worse, you might not even get an error if it is the semantics of the type that have changed.
Consider that the typedef is of a std::list<X>, and that in the function you are iterating over it with this simple correct for loop:
for (typename T::iterator it=x.begin(), end=x.end(); it != end; ) {
if ( condition(*it) )
it = x.erase(it);
else
++it;
}
Can you catch the effect that changing the typedef to std::vector<X> will have? The compiler cannot even if the code is now incorrect. Whether writing the for loop like that is a good idea, or why is it not just using the erase-remove idiom are different issues (as a matter of fact the previous loop is arguably better than erase-remove for a list), the concrete situation is that the semantics have changed, and because the type is syntactically compatible with the previous one the compiler will not notice that the code is wrong, it will not point you to that function and chances are that you will not review/rewrite it.
I guess this is the idea of generic programming - do stuff with a part of Foo without knowing its type.
A more "traditional" (strongly-typed, boring, readable, code-duplicating - you name it) way would be to mention the type explicitly:
int helperFn(const std::blahblah& foopart, int index)
{
...
return foopart.fn(index);
}

Reflexion Perfect Forwarding and the Visitor Pattern

http://codepad.org/etWqYnn3
I'm working on some form of a reflexion system for C++ despite the many who have warned against. What I'm looking at having is a set of interfaces IScope, IType, IMember, IMonikerClient and a wrapper class which contains the above say CReflexion. Ignoring all but the member which is the important part here is what I would like to do:
1) Instance the wrapper
2) Determine which type is to be used
3) Instance type
4) Overload the () and [] to access the contained member from outer(the wrapper) in code as easily as it is done when using a std::vector
I find that using 0x I can forward a method call with any type for a parameter. I can't however cast dynamically as cast doesn't take a variable(unless there are ways I am unaware of!)
I linked the rough idea above. I am currently using a switch statement to handle the varying interfaces. I would, and for obvious reasons, like to collapse this. I get type match errors in the switch cases as a cause of the call to the methods compiling against each case where only one of three work for any condition and compiler errors are thrown.
Could someone suggest anything to me here? That is aside from sticking to VARIANT :/
Thanks!
C++, even in "0x land", simply does not expose the kind of information you would need to create something like reflection.
I find that using 0x I can forward a method call with any type for a parameter.
You cannot forward a type as a parameter. You can forward the const-volatile qualifiers on a member, but that's all done in templates, at compile time. No runtime check ever is done when you're using things like forward.
Your template there for operator() is not going to compile unless T is convertable to int*, string*, and A** all at once. Think of templates as a simple find and replace algorithm that generates several functions for you -- the value of T gets replaced with the typename when the template is instantiated, and the function is compiled as normal.
Finally, you can only use dyanmic_cast to cast down the class hierarchy -- casting between the completely unrelated types A B and C isn't going to operate correctly.
You're better off taking the time to rethink your design such that it doesn't use reflection at all. It will probably be a better design anyway, considering even in language with reflection, reflection is most often used to paper over poor designs.

How is dynamic_cast typically implemented?

Is the type check a mere integer comparison? Or would it make sense to have a GetTypeId virtual function to distinguishing which would make it an integer comparison?
(Just don't want things to be a string comparison on the class names)
EDIT: What I mean is, if I'm often expecting the wrong type, would it make sense to use something like:
struct Token
{
enum {
AND,
OR,
IF
};
virtual std::size_t GetTokenId() = 0;
};
struct AndToken : public Token
{
std::size_t GetTokenId() { return AND; }
};
And use the GetTokenId member instead of relying on dynamic_cast.
The functionality of the dynamic_cast goes far beyond a simple type check. If it was just a type check, it would be very easy to implement (something like what you have in your original post).
In addition to type checking, dynamic_cast can perform casts to void * and hierarchical cross-casts. These kinds of casts conceptually require some ability to traverse class hierarchy in both directions (up and down). The data structures needed to support such casts are more complicated than a mere scalar type id. The information the dynamic_cast is using is a part of RTTI.
Trying to describe it here would be counterproductive. I used to have a good link that described one possible implementation of RTTI... will try to find it.
I don't know the exact implementation, but here is an idea how I would do it:
Casting from Derived* to Base* can be done in compile time. Casting between two unrelated polimorphic types can be done in compile time too (just return NULL).
Casting from Base* to Derived* needs to be done in run-time, because multiple derived classes possible. The identification of dynamic type can be done using the virtual method table bound to the object (that's why it requires polymorphic classes).
This VMT probably contains extra information about the base classes and their data offsets. These data offsets are relevant when multiple inheritance is involved and is added to the source pointer to make it point to the right location.
If the desired type was not found among the base classes, dynamic_cast would return null.
In some of the original compilers you are correct they used string comparison.
As a result dynamic_cast<> was very slow (relatively speaking) as the class hierarchy was traversed each step up/down the hierarchy chain required a string compare against the class name.
This leads to a lot of people developing their own casting techniques. This was nearly always ultimately futile as it required each class to be annotated correctly and when things went wrong it was nearly impossible to trace the error.
But that is also ancient history.
I am not sure how it is done now but it definitely does not involve string comparison. Doing it yourself is also a bad idea (never do work that the compiler is already doing). Any attempt you make will not be as fast or as accurate as the compiler, remember that years of development have gone into making the compiler code as quick as possible (and it will always be correct).
The compiler cannot divine additional information you may have and stick it in dynamic_cast. If you know certain invariants about your code and you can show that your manual casting mechanism is faster, do it yourself. It doesn't really matter how dynamic_cast is implemented in that case.