Object Construction in C++ - c++

I am working on a small project in C++ that requires me to create an object of a custom class I wrote in another one of my classes. The class is called FIRFilterModule, It has a simple blank constructor.
Being of a java background, my impulse is to create it like this:
class SensorInput{
public:
FIRFilterModule firFilter;
...More Class Members...
SensorInput():firFilter(FIRFilterModule()){}
...};
However this compiles with the ever so helpful error message of "Error within this context". I'm a little lost why that doesn't work. Increasing my confusion I changed the code to this:
class SensorInput{
public:
FIRFilterModule firFilter;
...More Class Members...
SensorInput(){}
...};
It works.
Can someone help me understand why this is so?

In this particular case, running of the default constructor for a member field, you don't have to do anything. The constructor is run automatically. So you can just write
class SensorInput{
public:
FIRFilterModule firFilter;
SensorInput() { ... }
};
The member initialization list is only needed when you need to call a constructor which has arguments or initialize POD types. For example say the FIRFilterModule had a constructor which took an int. Then you would use the memeber initialization list
SensorInput() : firFilter(42) { ... }

The code you posted is correct.
Maybe you forgot to include the header where FIRFilterModule is declared.
Otherwise, everything should work.

Related

C++ nested classes

I have searched through some SO articles but haven't found anything (yet) that quite addresses my question. Apologies if this answer does already exist somewhere.
A bit of background first...
I want to represent a device with "sections" of functionality, where the functionality has a hierarchical tree-like structure. Rather than have a load of flattened functions like
DeviceReferenceCheck(),
DeviceRefereceSet(),
DevicePhaseSetX(),
DevicePhaseDefaultsSet...()
I'd instead like to leverage nested classes so I could get
dev.reference.check()
dev.reference.set()
dev.phase.setx()
dev.phase.defaults.set...()
To do this I'm trying to use nested classes to get the obj.func.subfunction.subsub....() structure. The nested classes need a reference to the outermost class because they need to use read/write functions provided there.
In my attempts, the first thing I don't understand very well is as follows... I had tried this myself but then stopped using it because of a compiler warning.
class GPIBDevice_Agilent53132A : public GPIBDevice
{
private:
class RefOsc {
public:
// ... snip ...
RefOsc(GPIBDevice_Agilent53132A &parent);
// ... snip ...
} ro;
public:
// ... snip ...
GPIBDevice_Agilent53132A();
// ... snip ...
};
GPIBDevice_Agilent53132A::GPIBDevice_Agilent53132A() : GPIBDevice(), ro(*this)
{
}
Compiler says: gpibdevice_agilent53132a.cpp(5): warning C4355: 'this' : used in base member initializer list.
Aha, I think to myself... clever compiler... using this in the initialiser list is probably not a good idea because the class hasn't been fully constructed yet.
Question 1:
Is what I've said above correct? Is using this, in the enclosing class' initialiser list, to give the nested class a reference to the enclosing class, a bad idea? My thoughts are "yes" but would like some clarification because in other SO threads I have seen this method being used (Nested Class member function can't access function of enclosing class. Why?).
My approach to get around this was to have a member pointer to nested and then when actually in the constructor (so now safe to use this as class has been constructed) made a new inner class where I could pass in the reference to *this without warnings. Is this the standard way of doing it?
Continuing on....
The reason for the private nested class is btw that I don't want the user to be able to instantiate that class him/herself. Now, I did have it public to begin with... tried to use a private constructor in the nested class, but then the compiler told me it couldn't construct the class. So presumably the enclosing class can see nested class private data members?
Question 2:
Why can't the enclosing class see the nested classes private data members/functions?
My work around for this is to have the nested class declare the enclosing class as a friend. Is this really necessary?
Thanks for you help guys!
Summary
Thanks to Jan for his explanation of the curiously recurring template pattern. It's an interesting method to know about.
I've ended up accepting my own answer because I feel it answers the questions directly. The CRTP method is good but doesn't directly answer questions 1 & 2, but does provide a good alternative.
Question 1:
It would seem that this is possible. Thank you to mkirci and R. Martinho Fernandes for confirming my suspicions on why the compiler generated the warning and whether it was "safe" to ignore it.
In summary... not the best idea to use this in the initialiser list of the constructor because the class has not yet been constructed. As the guys point out, this can cause UB if the pointer is used. I've decided to use my work around which is use a pointer to the inner class, and then create it once inside the outer-class constructor... this way outer class is already created and can pass a reference to itself to the inner class safely.
Question 2:
From the C++ standard, I have found (after a lot of digging) in section 11.7:
A nested class is a member and as such has the same access rights as any other member. The members of an enclosing class have no special access to members of a nested class; the usual access rules (Clause 11) shall be obeyed.
The standard gave the following example:
class E {
int x;
class B { };
class I {
B b; // OK: E::I can access E::B
int y;
void f(E* p, int i) {
p->x = i; // OK: E::I can access E::x
}
};
int g(I* p) {
return p->y; // error: I::y is private
}
};
So, this is (annoyingly) why my outer class cannot call the inner class' private constructor. My solution has been to make the outer class a friend of the inner class. I.e in the above example add friend E; into the inner class decl.

is it ok to refer field of the class in initialization list?

I wrote such class:
class FastDecoder
{
public:
FastDecoder(void);
~FastDecoder(void);
private:
SnapshotMessageBuilder messageBuilder;
DecodedMsg const& decodedMsg;
};
If it is correct to use messageBuilder to initialize decodedMsg?
FastDecoder::FastDecoder(void):
decodedMsg(messageBuilder.GetDecodedMsg())
{
I suspect that as FastDecoder is not yet constructed then not all fields are probaly initialized and so I can have runtime error triing to access messageBuilder
If my code is not good then how to rewrite it better? Will it keep working if I reorder fields like that:
private:
DecodedMsg const& decodedMsg;
SnapshotMessageBuilder messageBuilder;
Will it keep working if I reorder fields like that [...]?
No, because data members are initialized in the order in which they are declared in the class definition. As a result, the initialization of decodedMsg would occur first, and that means you would be calling GetDecodedMsg() on an object which has not been constructed yet.
Your current version, on the other hand, is OK, because messageBuilder will have already been constructed by the time you are initializing decodedMsg.

std::map::insert exception

This is another, "My code isn't working and i don't know why, " question i'm afraid. I just don't have enough knowledge of the stl to know why std::map::insert would throw an exception. If you know what cases it throws an exception, you can probably skip this wall of text and just answer. If you just desperately need some background on the issue, then have at it. I'll post my code and explain what is done, and i would be very grateful if all you with a better knowledge of the stl could explain what could be wrong with my call to insert.
I wrote an object awhile ago that i use occasionally as my go to factory object. It's main purpose is basically to take a string and store both the string and a "create new object function" pointer, so that in the end, you can call a function, pass a string, and if there is a valid registration for it, it returns a new instance of a derived object. Less talk, more code, here's what i got:
factory.h
#ifndef FACTORY_H
#define FACTORY_H
// library tools
#include <map>
#include <string>
// Simplified registration macros
#define DECLARE_DERIVED(T, base) static Factory<base>::DerivedRegister<T> reg;
#define DEFINE_DERIVED(T, base, s) Factory<base>::DerivedRegister<T> T::reg(s);
template<class base>
class Factory
{
protected:
template<class T>
static base * createT() { return new T;}
public:
typedef std::map<std::string, base*(*)()> map_type;
virtual ~Factory(){ }
static base * createInstance(const std::string & s)
{
if(!m_Map.count(s))
return nullptr;
std::map<std::string, base*(*)()>::iterator it = m_Map.find(s);
return it->second();
}
template <class T>
struct DerivedRegister;
protected:
static map_type m_Map;
};
template<class base>
template<class T>
struct Factory<base>::DerivedRegister : public Factory<base>
{
DerivedRegister(std::string const & s)
{
m_Map.insert(std::pair<std::string, base*(*)()>(s, &createT<T>));
}
};
#endif
here's a better explanation of what it does real quick. Let's say you have a base class, class A . and then you have any number of derived classes. I make a factory object somewhere templated to A, and then either create a derived register object manually, or use the macro at the top within the derived classes declaration to create a static registry object. Then you define it in the implementation and call it's constructor, passing in a string to be used to identify the object. using the factory member createInstance you can pass in a string identifier and have a derived object returned, pointed to by an A *.
example:
A.h
class A
{
};
A.cpp
// the map for this factory template has to be defined somewhere, as it is static
Factory<A>::map_type Factory<A>::m_Map;
b.h
#include <A.h>
class B : public A
{
// anywhere in declaration of derived B
DECLARE_DERIVED(A, B)
};
b.cpp
// just somewhere in cpp file
DEFINE_DERIVED(A, B, "B")
main.cpp
int main()
{
A * ptr;
Factory<A> factory;
ptr = factory.createInstance("B");
}
This object has worked for me in the past, mostly without a hitch. Now i'm doing a project a little more complicated. I've taken a liking to the data organization/ api design involved with game engines, and i'm just trying to implement a solution of cataloging, (but not instantiated) shaders, so that you have a whole list of the shaders you've programmed, but they will not be instantiated at run-time unless needed. That aside, this question actually has nothing to do with d3d11, or at least i hope not.
So here is what's going on. I have an object that represents a graphics-shader abstract class. All the shaders you wish to write must derive from this object. The you derive from and implement it's functions differently for all your different shaders.
let's call the base object "SYNC::D3D11Shader" in namespace sync and the derived shaders "ColorShader" "LightShader" and "TextureShader". Since i do not simply want to make an std::map of instances of these shaders within the rendering object, i make a factory within the rendering object like this.
D3D11Renderer.h
class D3D11Renderer
{
// many other members...
Factory<D3D11Shader> m_ShaderFactory;
// many other member...
};
D3D11Renderer.cpp
// define this templated classes map or you'll get undefined errors
Factory<SYNC::D3D11Shader>::map_type Factory<SYNC::D3D11Shader>::m_Map;
and then in the ColorShader i use the macros like so
D3D11ColorShader.h
class D3D11ColorShader : public SYNC::D3D11Shader
{
// ...lotsa members
DECLARE_DERIVED(D3D11ColorShader, SYNC::D3D11Shader)
// lotsa member...
};
D3D11ColorShader.cpp
// define the registery object with it's key here
DEFINE_DERIVED(D3D11ColorShader, SYNC::D3D11Shader, "ColorShader")
this all compiles fine, and where it throws it's exception is where i first call the registryObjects constructor in D3D11ColorShader.cpp, spefically at the insert call. the exception error is this:
Unhandled exception at 0x772315de in Syncopate.exe: 0xC0000005: Access
violation reading location 0x00000004.
So in reality, the question boils down to, when does std::map::insert throw an exception and why. I just knew everyone would be asking for some background on what i'm doing. Low and behold, a giant wall of text has appeared! All i really need is a hunch.
also should i or should i not tag d3d11, because the question doesn't really pertain to it?
Here's a problem:
std::map<std::string, base*(*)()>::iterator it = m_Map.find(s);
return it->second();
if the call to find fails (i,e. it can't find 's' in the map), then it will return m_Map.end(). Dereferencing that is a no-no.
My guess would be that this is due to the order of initialization of static variables. There is no way to control this order. So you are not guaranteed that your initialization:
Factory<A>::map_type Factory<A>::m_Map;
gets called before this initialization:
DEFINE_DERIVED(A, B, "B")
In this case the latter statement must be getting initialized first and so you map has not been allocated.
An alternative design pattern would control the initialization of the singleton factories. If you have an explicit Initialize function on each which creates the factory object then you can call this at the start of your main. E.g.
Factory.h
class Factory {
private:
static Factory* instance_;
public:
static Initialize(){instance_=new Factory;}
Factory* instance(){return instance_;}
}
Factory.cpp
static Factory* Factory::instance_ = NULL;
If you have a lot of factories you will probably want a single initialize function that initializes them all, and you will have to remember to add in the new factories as you create them.
Okay, i have actually been laboring over this error for about a day, and only now do i realize what is wrong.
problem 1:
the derived shaders header was never actually included anywhere throughout the project, and despite the fact that it never needs to be directly instantiated, it still has to be included somewhere so it can be linked and included in build.
problem 2:
interesting enough, just like combinatorial said, the initialization order was not done one after the other, but then looking over my old code, it seemed to initialize correctly before. what the difference here was, i put the factory of the derived objects within a different object then the base class. what i used to do was declare a static function and static factory within the base class so that you could instantiate any of it's registered derived classes from the base class itself. When the factory is included within the base class instead, and instantiation is done through a static function, the initialization order of all the statics seems to be constently in order ( not sure if this is always true). It runs fine now after changing this.
so now, my answer, you can get operating system exceptions like this for trying to use references to objects that were never actually included anywhere in your project. I don't have a very good knowledge of compilers or linkers to tell you why it seemed to compile fine, despite this object never being included. If someone wants to extend my answer, please.
I use MSVC++ 2010 express if that pertains to this predicament.

C++, object declaration in header files

I have some class, and in it I want to create object of another class ...
Usually I do it in header file, I just put something like:
QString RSSName;
and it works because that class has constructor that has no parameters ...
So here's my problem: how do I do that for some class(let's say ErrorOutput) that has only constructor with 1 or more parameters? I don't want to create pointer to object, I need it to be something like this:
ErrorOutput err("test");
I hope I've described the question correctly, it's little sleepy over here :P
Thanks for help :)
It's a bit hard to tell from your description what exactly you are asking for, but it sounds like "RSSName" is a member variable in your class. If I'm correct about that, initialize it in the constructor's initialization list.
class Foo
{
public:
Foo() : RSSName(someVal) { }
private:
QString RSSName;
}

How to refrain from CS2512 correctly

Please help me with the following problem:
I have the following classes:
class ChemicalElement
{
private:
std::string _name;
void Init(const std::string& name);
public:
ChemicalElement(const std::string& name);
ChemicalElement(const ChemicalElement& ce);
};
class CombinationRule
{
private:
ChemicalElement _ce1;
ChemicalElement _ce2;
void Init(const ChemicalElement& ce1, const ChemicalElement& ce2);
public:
CombinationRule(const ChemicalElement& ce1, const ChemicalElement& ce2);
CombinationRule(const CombinationRule& rule);
};
The implementation is obvious. I intended to initialize the CombinationRule using the Init method to minimize code duplication. Alas, if I do not use "member initialization list" in each constructor the compiler complains with "error C2512: 'ChemicalElement' : no appropriate default constructor available". Is there an elegant way to solve this error instead of using a default constructor or member initialization list?
BTW: if there are any other problems in the classes definition please add it too. Since I'm revisiting C++ I want to be aware of them.
You should implement constructors of CombinationRule as follows so they will use appropriate constructors of ChemicalElement:
CombinationRule::CombinationRule(const ChemicalElement& ce1,
const ChemicalElement& ce2) : _ce1(ce1), _ce2(ce2)
{
...
}
CombinationRule::CombinationRule(const CombinationRule& rule) :
_ce1( rule._ce1 ), _ce2( rule._ce2 )
{
...
}
I think you are required to put a default constructor in any class where you define any other constructors, if you want to use objects of that class in any kind of array or container. The default constructor's implementation can just be an empty/no-op method though.
You shouldn't need to put in a member initialization list (although using a member initialization list can be more efficient in some cases, since that way your member variables are only initialized once, instead of being initialized once via their default constructor, and then written to a second time by your Init() method)
I think you want this
ChemicalElement * ce1;
I say this because I think its trying to run the default constructor on your CombinationRule and in turn needs to get a ChemicalElement for ce1 and ce2 ... but I could be wrong.
Pretty sure Krill's way is the way to specify the constructor of a variable for a specific constructor BUT i said f that and just made it so ce1 doesn't need to be constructed by the compiler :)
In this particular example I would go on with duplication (it's just writing two initializers, nothing to get obsessive about).
But assuming the real story is more complex: use OO facilities to avoid code duplication.
class CombinationRule : public ElementPair ...
or
class Combination { ElementPair twoElements; ...}
Where ElementPair contains two ChemicalElements and a single constructor (with common code), and Combination rule constructors initialize using constructor of ElementPair.
There are other approaches: initializing members with some InvalidChemicalElement instance or using pointers (auto_ptr) with NULL for InvalidChemicalElement.