I am looking for an optimal pattern for partial re-initialization of a C++ object.
With partial re-initialization I mean that some members (step_param in the code example) need to keep its values and other members (value in the code example) are re-init'ed.
Important point: The bloat and redundancy of an init() or reset() member function that does basically the same as the constructor should be avoided.
So far I have the following solution:
namespace reinit_example
{
struct reinit_t {} reinit;
struct stepper_t
{
int step_param; // keep parameter
int value;
stepper_t()
: step_param(1)
, value(step_param)
{}
stepper_t( const stepper_t & c, reinit_t )
: step_param(c.step_param)
, value(step_param)
{}
void step()
{
value += step_param;
}
};
void use_cases_1()
{
stepper_t c;
// use c
c.step();
// and later reinit
c = stepper_t(c,reinit);
}
} // namespace
It should also work well with inheritance and composition:
namespace reinit_example
{
struct stepper_2_t : public stepper_t
{
int step_param_2; // keep parameter
int value_2;
public:
stepper_2_t()
: step_param_2(0)
, value_2(step_param_2)
{}
stepper_2_t( const stepper_2_t & cc, reinit_t )
: stepper_t(cc)
, step_param_2(cc.step_param_2)
, value_2(step_param+2)
{}
void step()
{
stepper_t::step();
value_2 += value + step_param_2;
}
};
struct stepper_comp_t
{
stepper_t c;
stepper_2_t cc;
public:
stepper_comp_t()
{}
stepper_comp_t( const stepper_comp_t & d, reinit_t )
: c(d.c,reinit)
, cc(d.cc,reinit)
{}
void step()
{
c.step();
cc.step();
}
};
void use_cases_2()
{
stepper_2_t cc;
// use cc, change config
cc.step();
// maybe change config
cc.step_param = 2;
// reinit
cc = stepper_2_t(cc,reinit);
stepper_comp_t d;
d = stepper_comp_t(d,reinit);
}
} // namespace
C++11 non-static member initialization makes it even simpler:
#if __has_feature(cxx_nonstatic_member_init)
namespace reinit_example
{
struct stepper_11_t
{
int step_param = 0 ; // keep value
int value = step_param;
stepper_11_t()
{}
stepper_11_t( const stepper_11_t & c11, reinit_t )
: step_param(c11.step_param)
{}
};
void use_cases_3()
{
stepper_11_t c11;
c11 = stepper_11_t(c11,reinit);
}
} // namespace
#endif
For testing:
int main()
{
reinit_example::use_cases_1();
reinit_example::use_cases_2();
#if __has_feature(cxx_nonstatic_member_init)
reinit_example::use_cases_3();
#endif
}
Solution proposed by Jerry Coffin: Parameters are moved into a separate struct, which is passed to the constructor to reinit.
namespace reinit_example
{
struct stepper_config_t
{
struct config_t
{
config_t()
: step_param(1)
{}
int step_param;
int other_param;
};
config_t config;
int value;
stepper_config_t()
: value(config.step_param)
{}
stepper_config_t( const config_t & c)
: config(c)
, value(c.step_param)
{}
void step()
{
value += config.step_param;
}
};
void use_cases_4()
{
stepper_config_t c;
// use c
// and later reinit
c = stepper_config_t(c.config);
}
} // namespace
i believe you should be looking for completely different design pattern.
for example, the "keeper" members should form a full-featured class, while the rest of the members that you don't want to keep would be considered a context of this class (would be another class, used to do some operations on the first class).
this is kind of similar to the flyweight design pattern.
Related
I have a set of multiple C++ classes that have the same interface (not derived from each other though). I'm trying to wrap these to make them available in .NET.
I currently have a method that defines the wrapper class using C/C++ #defines and then I can subsequently instantiate classes with a simple line of code
However I can't debug this. Ideally I would like to be able to use a generic or a template. However I can't use a C++ type inside a generic which would be the ultimate way to solve this problem.
Has anyone any idea of how I can do this without using the dreaded macros?
EDIT:
OK Here is an example of the templated class I have written:
template< typename CPPResamplerClass >
ref class TResampler
{
CPPResamplerClass* pResampler;
public:
TResampler( int inputSampleRate, int outputSampleRate, int bufferLen ) :
pResampler( new CPPResamplerClass( inputSampleRate, outputSampleRate, bufferLen ) )
{
}
~TResampler()
{
this->!ResamplerName();
}
!TResampler()
{
if (pResampler)
{
delete pResampler;
pResampler = nullptr;
}
}
property int HistorySize
{
int get()
{
return pResampler->HistorySize();
}
}
array< float >^ ResampleAudio(array< float >^ in)
{
pResampler->Get
array< float >^ out = gcnew array< float >(in->Length);
cli::pin_ptr< float > pIn = &in[0];
cli::pin_ptr< float > pOut = &out[0];
unsigned int inLen = in->Length;
unsigned int outLen = out->Length;
if (pResampler->ResampleAudio(pOut, outLen, pIn, inLen))
{
System::Array::Resize(out, outLen);
return out;
}
return nullptr;
}
};
typedef TResampler< ::Vec::SpeexResample > SpeexResample;
I then want to access this from C# however SpeexResample does not exist. This could well be because I am using a typedef ...
Templates don't exist until they're instantiated. While you could instantiate one explicitly:
template ref class TResampler<SomeNativeClass>;
It wouldn't be exactly user-friendly to use from C#. The exported type will literally have angle brackets in its name. Good luck using that. In C# it's only doable through reflection.
The next best thing is to use derived types. Here's a minimal example:
#include "stdafx.h"
#include <iostream>
namespace CppCli {
class NativeClassA
{
int foo;
public:
NativeClassA(int foo) : foo(foo) { std::cout << "Built native class A" << std::endl; }
int getFoo() const { return foo; }
};
class NativeClassB
{
int foo;
public:
NativeClassB(int foo) : foo(foo) { std::cout << "Built native class B" << std::endl; }
int getFoo() const { return foo; }
};
template<typename NativeClass>
public ref class ManagedWrapper
{
NativeClass* ptr;
public:
ManagedWrapper(int foo)
: ptr(new NativeClass(foo))
{}
~ManagedWrapper()
{
this->!ManagedWrapper();
}
!ManagedWrapper()
{
if (ptr)
{
delete ptr;
ptr = nullptr;
}
}
property int Foo { int get() { return ptr->getFoo(); } }
};
public ref class ManagedWrapperA : ManagedWrapper<NativeClassA>
{
public:
ManagedWrapperA(int foo) : ManagedWrapper(foo) {}
};
public ref class ManagedWrapperB : ManagedWrapper<NativeClassB>
{
public:
ManagedWrapperB(int foo) : ManagedWrapper(foo) {}
};
};
Sure enough, ManagedWrapperA and ManagedWrapperB are visible from C#. Maybe you could macro these definitions and still get a decent debugging experience.
I'm working on legacy code which looks like the following:
class Foo {
public:
Foo();
private:
bool a1, a2, a3 /*, ...*/, a50;
};
Foo::Foo() {
a1 = a2 = a3 /* = ... */ = a50 = false;
}
This is messy. Is there a way to default all private variables of the same time to a single value that's different from the above? I don't want to use an initializer list because there are so many variables.
I know the default constructor of bool assigns false - can this be leveraged?
There are many possible ways to do it, but all of them are very similar. Anyway you will assign each your variable using different forms.
The main method which I think the best is right assign all variables at your constructor line by line. May be its not compact, but it the most meaningful and you allways can easy look your variables default value:
Foo::Foo() {
a1 = false;
a2 = false;
/*...*/
a50 = false;
}
Another method is which you described, with assign operators:
Foo::Foo() {
a1 = a2 = a3 /* = ... */ = a50 = false;
}
And another one allows initialize variables right after constructor declaration:
Foo::Foo() :
a1(false),
a2(false),
/*...*/
a50(true)
{ }
If I forget any method write it to comments, please.
class Foo
{
private:
bool a1{}, a2{}, /*...,*/ a50{};
};
try with this
Foo::Foo (bool aa) : a1 (aa) , a2 (aa), a3 (aa),/*......*/a50(aa){}
You can have another class (in a separate header) which looks like following.
class myBool {
public:
myBool(int x = 1) { _m = x; }
operator bool() const { return 0 < _m; }
private:
int _m;
};
and in your file you can add following
#include "myBool.h"
#define bool myBool
This will initialize all of bool to default value you set in myBool. You may need to add some more methods to myBool class to use it as a full fledge data type. Above is the bare minimum to explain the answer.
Here is an alternative solution to the ones I've seen posted so far, in case it's useful to you.
Put the data you want to mass-initialize to a default false/0 value in its own struct:
struct MyData
{
bool a, b, c, d;
std::string e, f;
};
Now inherit (privately or otherwise) from this struct, and explicitly initialize it in the constructor's initialization list:
class MyClass : private MyData
{
public:
MyClass()
: MyData()
{
}
};
This sets all the bools to false, the strings are empty, any ints become 0, pointers become null, etc, etc
If you forget to put the struct explicitly in the initialization list, some of its members may be uninitialized.
Confirming that it always requires more work to be lazy in c++...
#include <iostream>
#include <utility>
template<class Tuple, std::size_t...Is>
void zero_out_impl(Tuple& t, std::index_sequence<Is...>)
{
using expand = bool[];
(void) expand { false, (std::get<Is>(t) = false)... };
}
template<class...Args>
void zero_out(std::tuple<Args...> t)
{
zero_out_impl(t, std::index_sequence_for<Args...>());
}
struct lots_of_bools {
lots_of_bools()
{
zero_out(std::tie(a,b,c,d,e,f,g,h,i,j));
}
private:
bool a,b,c,d,e,f,g,h,i,j;
};
auto main() -> int
{
lots_of_bools x;
return 0;
}
Here's another way - wrap the bool in a wrapper that default-constructs it.
#include <iostream>
struct auto_false
{
auto_false(bool initial = false) : value(initial) {};
operator bool() const { return value; }
operator bool& () { return value; }
private:
bool value;
};
struct lots_of_bools {
lots_of_bools()
{
}
bool value_of_f() const {
return f;
}
void set_f(bool val) {
f = val;
}
private:
auto_false a,b,c,d,e,f,g,h,i,j;
};
using namespace std;
auto main() -> int
{
lots_of_bools x;
cout << x.value_of_f() << endl;
x.set_f(true);
cout << x.value_of_f() << endl;
return 0;
}
output:
0
1
I have defined a class like this:
class CircularBuffer {
private:
struct entry {
uint64_t key;
int nextPtr;
int prevPtr;
int delta;
};
int head, tail, limit, degree;
entry *en;
public:
CircularBuffer(int a, int b)
{
limit = a;
head = 0;
tail = limit -1;
degree = b;
en = new entry[ limit ];
for (int i=0; i<limit; i++) {
en[i].key = 0;
en[i].delta = 0;
en[i].nextPtr = 0;
en[i].prevPtr = 0;
}
};
~CircularBuffer() { delete [] en; }
};
And in another file I have included this class (the header file)
#include "circular.h"
class foo {
CircularBuffer cb;
foo() {} //ERROR LINE
void initialize() {
cb = new CircularBuffer(10, 2);
}
};
However this has error which says:
error: no matching function for call to ‘CircularBuffer::CircularBuffer()’
note: candidates are: CircularBuffer::CircularBuffer(int, int)
note: CircularBuffer::CircularBuffer(const CircularBuffer&)
and it forces me to do like this:
#include "circular.h"
class foo {
CircularBuffer cb;
foo()
: cb( CircularBuffer(10, 2) )
{}
void initialize() {}
};
However I don't want the second implementation. I want the first one. How can I fix that?
You can add a default constructor
CircularBuffer()
{
// set a and b to default values
}
Just define cb as a pointer
#include "circular.h"
class foo {
CircularBuffer * cb;
foo() {} //ERROR LINE
void initialize() {
cb = new CircularBuffer(10, 2);
}
};
And don't forget to delete cb; somewhere to not leak your memory
This should be possible
#include "circular.h"
class foo {
CircularBuffer cb;
foo() {}
void initialize() {
cb = CircularBuffer(10, 2);
}
};
The problem with your version was that you were using new, which returns a pointer, but the member variable cb is not a pointer.
However, the best way would be
#include "circular.h"
class foo {
CircularBuffer cb;
foo() : cb(10, 2) {}
};
Or, if you want to pass parameters to the constructor
#include "circular.h"
class foo {
CircularBuffer cb;
foo(int a, int b) : cb(a, b) {}
};
and it forces me to do like this:
...
foo()
: cb( CircularBuffer(10, 2) )
{}
...
However I don't want the second implementation. I want the first one. How can I fix that?
It does not force you to this, but rather to this:
: cb(10, 2)
And this is how you initialize in C++. Everything coming after the opening { is assignment, not initialization.
The "fix" is to use initialization rather than assignment for initialization. There's not much to love or hate about, this is C++.
It gives you an error because cb is not a pointer and you are using "new".
But BTW... the constructor initialization is more efficient :D
For a constructor with multiple arguments...
For example:
class C {
public:
C(int a=1, int b=2){ cout << a << ", " << b << "\n"; }
}
int main(){
C a(10), b = 20;
}
output:
10, 2
20, 2
How do I just assign value to the 2nd parameter? So that I can get "1, 20" without knowing the default values? Or is that that I must always assign value to the argument that precedes before I can use the arguments behind?
And how do I implicitly assign all the parameters? If I can't do that, why? For the above example (as I am new to C++), I once thought I would get "10, 20" as output instead.
Or is that that I must always assign value to the argument that precedes before I can use the arguments behind?
Yes. Otherwise, how is the compiler supposed to know which argument should be used for which parameter?
However, there are ways to accomplish this. For example,
struct C {
enum { DefaultA = 1, DefaultB = 2 };
C(int a = DefaultA, int b = DefaultB) { /* ... */ }
};
C object(C::DefaultA, 20);
Or, if you have a lot of parameters with different "defaults:"
struct CParams {
int a, b;
CParams() : a(1), b(2) { }
};
struct C {
C(CParams x) { /* ... */ }
};
CParams params;
params.b = 20;
C object(params);
C++ doesn't support named arguments. You have to specify the first one.
Also, the variable name b from the main function is completely separate from the b in the constructor definition. There's no relationship whatsoever implied by the naming.
I had the same thought (Convienient C++ struct initialisation -- perhaps you find something you like better there) some time ago, but just now, reading your question, I thought of a way to actually accomplish this. But it is quite some extra code, so the question remains if it is actually worth it. I just implemented it very sketchy and I am not proud of my choice of names (I usually don't use _ but it's late). Anyway, this is how you can do it:
#include <iostream>
struct C_members {
int a;
int b;
C_members(int _a, int _b) : a(_a), b(_b) {}
};
class C_init {
public:
virtual C_members get(C_members init) const {
return init;
}
};
class C_a : public C_init {
private:
int a;
public:
C_a(int _a) : a(_a) {}
C_members get(C_members init) const {
init.a = a;
return init;
}
};
class C_b : public C_init {
private:
int b;
public:
C_b(int _b) : b(_b) {}
C_members get(C_members init) const {
init.b = b;
return init;
}
};
class C : private C_members {
private:
static const C_members def;
public:
C(C_init const& ai = C_init(), C_init const& bi = C_init()) : C_members(ai.get(bi.get(def)).a, bi.get(ai.get(def)).b) {
std::cout << a << "," << b << std::endl;
}
};
const C_members C::def(1,2); // default values
// usage:
int main() {
C c1(C_b(77)); // 1,77
C c2(C_a(12)); // 12,2
C c3(C_b(5),C_a(6)); // 6,5
return 0;
}
There is a lot of stuff that can be improved (with templates (for code reduction) and with const refs in the get method), but you get the idea.
As a bonus feature, you almost have the pimpl idiom implemented (very little effort is necessary to extend this to an actual pimpl design).
Usually in OOP, every object instance holds (and represents) a state.
So the best way is to define an accessor functions such as
void setB(int newBvalue);
and also to hold b as a private member.
if "b" is shared among all the instances of the same object, consider to save a static variable.
I've got some legacy code that, instead of virtual functions, uses a kind field to do dynamic dispatch. It looks something like this:
// Base struct shared by all subtypes
// Plain-old data; can't use virtual functions
struct POD
{
int kind;
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
};
enum Kind { Kind_Derived1, Kind_Derived2, Kind_Derived3 /* , ... */ };
struct Derived1: POD
{
Derived1(): kind(Kind_Derived1) {}
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
// ... plus other type-specific data and function members ...
};
struct Derived2: POD
{
Derived2(): kind(Kind_Derived2) {}
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
// ... plus other type-specific data and function members ...
};
struct Derived3: POD
{
Derived3(): kind(Kind_Derived3) {}
int GetFoo();
int GetBar();
int GetBaz();
int GetXyzzy();
// ... plus other type-specific data and function members ...
};
// ... and so on for other derived classes ...
and then the POD class's function members are implemented like this:
int POD::GetFoo()
{
// Call kind-specific function
switch (kind)
{
case Kind_Derived1:
{
Derived1 *pDerived1 = static_cast<Derived1*>(this);
return pDerived1->GetFoo();
}
case Kind_Derived2:
{
Derived2 *pDerived2 = static_cast<Derived2*>(this);
return pDerived2->GetFoo();
}
case Kind_Derived3:
{
Derived3 *pDerived3 = static_cast<Derived3*>(this);
return pDerived3->GetFoo();
}
// ... and so on for other derived classes ...
default:
throw UnknownKindException(kind, "GetFoo");
}
}
POD::GetBar(), POD::GetBaz(), POD::GetXyzzy(), and other members are implemented similarly.
This example is simplified. The actual code has about a dozen different subtypes of POD, and a couple dozen methods. New subtypes of POD and new methods are added pretty frequently, and so every time we do that, we have to update all these switch statements.
The typical way to handle this would be to declare the function members virtual in the POD class, but we can't do that because the objects reside in shared memory. There is a lot of code that depends on these structs being plain-old-data, so even if I could figure out some way to have virtual functions in shared-memory objects, I wouldn't want to do that.
So, I'm looking for suggestions as to the best way to clean this up so that all the knowledge of how to call the subtype methods is centralized in one place, rather than scattered among a couple dozen switch statements in a couple dozen functions.
What occurs to me is that I can create some sort of adapter class that wraps a POD and uses templates to minimize the redundancy. But before I start down that path, I'd like to know how others have dealt with this.
You can use a jump table. This is what most virtual dispatches look like under the hood, and you CAN construct it manually.
template<typename T> int get_derived_foo(POD*ptr) {
return static_cast<T>(ptr)->GetFoo();
}
int (*)(POD*) funcs[] = {
get_derived_foo<Derived1>,
get_derived_foo<Derived2>,
get_derived_foo<Derived3>
};
int POD::GetFoo() {
return funcs[kind](this);
}
For a short example.
What exactly are the limitations of being in shared memory? I realized that I don't know enough here. Does it mean that I can't use pointers, because someone in another process will be trying to use those pointers?
You could use a string map, where each process gets it's own copy of the map. You'd have to pass this in to GetFoo() so that it can find it.
struct POD {
int GetFoo(std::map<int, std::function<int()>& ref) {
return ref[kind]();
}
};
Edit: Of course, you don't have to use a string here, you could use an int. I just used it as example. I should change it back. Infact, this solution is pretty flexible, but the important thing is, make a copy of process-specific data, e.g. function pointers or whatever, and then pass it in.
Here's the template-metaprogramming path I'm going down now. Here is what I like about it:
Adding support for a new kind only requires updating LAST_KIND and adding a new KindTraits.
There is a simple pattern for adding a new function.
Functions can be specialized for particular kinds if necessary.
I can expect compile-time errors and warnings, rather than mysterious run-time misbehavior, if I screw anything up.
There are a couple of concerns:
POD's implementation is now dependent upon the interfaces of all the derived classes. (This is already true in the existing implementation, so I'm not worried about it, but it is a bit of a smell.)
I'm counting on the compiler to be smart enough to generate code that is roughly equivalent to the switch-based code.
Many C++ programmers will scratch their heads upon seeing this.
Here's the code:
// Declare first and last kinds
const int FIRST_KIND = Kind_Derived1;
const int LAST_KIND = Kind_Derived3;
// Provide a compile-time mapping from a kind code to a subtype
template <int KIND>
struct KindTraits
{
typedef void Subtype;
};
template <> KindTraits<Kind_Derived1> { typedef Derived1 Subtype; };
template <> KindTraits<Kind_Derived2> { typedef Derived2 Subtype; };
template <> KindTraits<Kind_Derived3> { typedef Derived3 Subtype; };
// If kind matches, then do the appropriate typecast and return result;
// otherwise, try the next kind.
template <int KIND>
int GetFooForKind(POD *pod)
{
if (pod->kind == KIND)
return static_cast<KindTraits<KIND>::Subtype>(pod)->GetFoo();
else
return GetFooForKind<KIND + 1>(); // try the next kind
}
// Specialization for LAST_KIND+1
template <> int GetFooForKind<LAST_KIND + 1>(POD *pod)
{
// kind didn't match anything in FIRST_KIND..LAST_KIND
throw UnknownKindException(kind, "GetFoo");
}
// Now POD's function members can be implemented like this:
int POD::GetFoo()
{
return GetFooForKind<FIRST_KIND>(this);
}
You can experiment with Curiously recurring template pattern. It's a bit complicated, but when you cannot use pure virtual functions it can be helpful.
Here is an approach that uses virtual methods to implement the jump table, without requiring the Pod class or the derived classes to actually have virtual functions.
The objective is to simplify adding and removing methods across many classes.
To add a method, it needs to be added to Pod using a clear and common pattern, a pure virtual function needs to be added to PodInterface, and a forwarding function must be added to PodFuncs using a clear and common pattern.
Derived classes need only have a file static initialisation object to set things up, otherwise look pretty much like they already do.
// Pod header
#include <boost/shared_ptr.hpp>
enum Kind { Kind_Derived1, Kind_Derived2, Kind_Derived3 /* , ... */ };
struct Pod
{
int kind;
int GetFoo();
int GetBar();
int GetBaz();
};
struct PodInterface
{
virtual ~PodInterface();
virtual int GetFoo(Pod* p) const = 0;
virtual int GetBar(Pod* p) const = 0;
virtual int GetBaz(Pod* p) const = 0;
static void
do_init(
boost::shared_ptr<PodInterface const> const& p,
int kind);
};
template<class T> struct PodFuncs : public PodInterface
{
struct Init
{
Init(int kind)
{
boost::shared_ptr<PodInterface> t(new PodFuncs);
PodInterface::do_init(t, kind);
}
};
~PodFuncs() { }
int GetFoo(Pod* p) const { return static_cast<T*>(p)->GetFoo(); }
int GetBar(Pod* p) const { return static_cast<T*>(p)->GetBar(); }
int GetBaz(Pod* p) const { return static_cast<T*>(p)->GetBaz(); }
};
//
// Pod Implementation
//
#include <map>
typedef std::map<int, boost::shared_ptr<PodInterface const> > FuncMap;
static FuncMap& get_funcmap()
{
// Replace with other approach for static initialisation order as appropriate.
static FuncMap s_funcmap;
return s_funcmap;
}
//
// struct Pod methods
//
int Pod::GetFoo()
{
return get_funcmap()[kind]->GetFoo(this);
}
//
// struct PodInterface methods, in same file as s_funcs
//
PodInterface::~PodInterface()
{
}
void
PodInterface::do_init(
boost::shared_ptr<PodInterface const> const& p,
int kind)
{
// Could do checking for duplicates here.
get_funcmap()[kind] = p;
}
//
// Derived1
//
struct Derived1 : Pod
{
Derived1() { kind = Kind_Derived1; }
int GetFoo();
int GetBar();
int GetBaz();
// Whatever else.
};
//
// Derived1 implementation
//
static const PodFuncs<Derived1>::Init s_interface_init(Kind_Derived1);
int Derived1::GetFoo() { /* Implement */ }
int Derived1::GetBar() { /* Implement */ }
int Derived1::GetBaz() { /* Implement */ }
Here is an example using Curiously recurring template pattern. This may suit your needs if you know more info at the compile time.
template<class DerivedType>
struct POD
{
int GetFoo()
{
return static_cast<DerivedType*>(this)->GetFoo();
}
int GetBar()
{
return static_cast<DerivedType*>(this).GetBar();
}
int GetBaz()
{
return static_cast<DerivedType*>(this).GetBaz();
}
int GetXyzzy()
{
return static_cast<DerivedType*>(this).GetXyzzy();
}
};
struct Derived1 : public POD<Derived1>
{
int GetFoo()
{
return 1;
}
//define all implementations
};
struct Derived2 : public POD<Derived2>
{
//define all implementations
};
int main()
{
Derived1 d1;
cout << d1.GetFoo() << endl;
POD<Derived1> *p = new Derived1;
cout << p->GetFoo() << endl;
return 0;
}
Expanding on the solution you ended up with, the following solves the mapping to derived functions at program initialization:
#include <typeinfo>
#include <iostream>
#include <functional>
#include <vector>
enum Kind
{
Kind_First,
Kind_Derived1 = Kind_First,
Kind_Derived2,
Kind_Total
};
struct POD
{
size_t kind;
int GetFoo();
int GetBar();
};
struct VTable
{
std::function<int(POD*)> GetFoo;
std::function<int(POD*)> GetBar;
};
template<int KIND>
struct KindTraits
{
typedef POD KindType;
};
template<int KIND>
void InitRegistry(std::vector<VTable> &t)
{
typedef typename KindTraits<KIND>::KindType KindType;
size_t i = KIND;
t[i].GetFoo = [](POD *p) -> int {
return static_cast<KindType*>(p)->GetFoo();
};
t[i].GetBar = [](POD *p) -> int {
return static_cast<KindType*>(p)->GetBar();
};
InitRegistry<KIND+1>(t);
}
template<>
void InitRegistry<Kind_Total>(std::vector<VTable> &t)
{
}
struct Registry
{
std::vector<VTable> table;
Registry()
{
table.resize(Kind_Total);
InitRegistry<Kind_First>(table);
}
};
Registry reg;
int POD::GetFoo() { return reg.table[kind].GetFoo(this); }
int POD::GetBar() { return reg.table[kind].GetBar(this); }
struct Derived1 : POD
{
Derived1() { kind = Kind_Derived1; }
int GetFoo() { return 0; }
int GetBar() { return 1; }
};
template<> struct KindTraits<Kind_Derived1> { typedef Derived1 KindType; };
struct Derived2 : POD
{
Derived2() { kind = Kind_Derived2; }
int GetFoo() { return 2; }
int GetBar() { return 3; }
};
template<> struct KindTraits<Kind_Derived2> { typedef Derived2 KindType; };
int main()
{
Derived1 d1;
Derived2 d2;
POD *p;
p = static_cast<POD*>(&d1);
std::cout << p->GetFoo() << '\n';
p = static_cast<POD*>(&d2);
std::cout << p->GetBar() << '\n';
}