Class instantiation syntax - c++

I've always been taught that
1. Class c(arg);
and
2. Class c = arg;
are two totally equivalent statements, but look at this situation.
#include <iostream>
class Intermediary {
};
class Left {
public:
Left(const Intermediary &) {
std::cout << __PRETTY_FUNCTION__ << std::endl;
}
};
class Right {
public:
// The argument is there just so that the example can work, see below
Right(int) {
std::cout << __PRETTY_FUNCTION__ << std::endl;
}
operator Intermediary () const {
std::cout << __PRETTY_FUNCTION__ << std::endl;
return Intermediary();
}
};
Now if I do this:
Left l = Right(0);
The compiler will complain
error: conversion from Right to non-scalar type Left requested
But if I do this:
Left l(Right(0));
Then everything compiles and the output is
Right::Right(int)
Right::operator Intermediary() const
Left::Left(const Intermediary&)
However, if I do this:
Left l = (Intermediary)Right(0);
then everything compiles again and the output is just like the one above.
So obviously
1. Class c(arg);
and
2. Class c = arg;
are not the same, but why not, and what's the difference? I couldn't find anything about this online.

I've always been taught that Class c(arg); and Class c = arg; are two totally equivalent statements, but look at this situation.
It turns out they are not equivalent. The first one constructs the Class c out of an arg, while the second one constructs a Class out of an arg and then copy-constructs Class c out of it. Note that the implementation is allowed to ellide that copy, and it usually does.
Left l = Right(0);
This requires a conversion from Right to Intermediary, and one from Intermediary to Left. This two sequential user defined conversions are not allowed by the standard, you have to do at least one of them explicit as you do with:
Left l = (Intermediary)Right(0);

Related

How to compare two objects by class name or type (equivalent of Java's `getClass()` in C++)

I'd like to compare two objects by their class name. The first object is of type Card* which points to a MagicCard object, and the second is of type MagicCard - a child class of Card. When I compare them with typeid it doesn't work:
if (typeid(*(this->cards[index])) != typeid(card)) {
//the first object is of type Card* inside a vector and points to a
MagicCard object
//card is of type MagicCard
return false;
//this "if" check stops the method in case the types are different.
}
The comparison above should return that the objects are of the same type, because the the element in that position inside the vector I know that there is a function getClass() in Java so I am looking for some kind of an equivalent in C++ which compares objects by the derived class, not by the mother class.
EDIT: I changed the code to Peter's suggestion and added information why I need this check. It doesn't work yet.
It's almost always incorrect to be looking at typeid.
You can get a MagicCard * from a Card * with dynamic_cast, and it will be a null pointer if the Card * doesn't point to a MagicCard object.
if (auto * magicCard = dynamic_cast<MagicCard>(cards[index])) {
// do something with magicCard
}
However it is often better to add virtual void doSomething() to Card, and override it in MagicCard.
cards[index]->doSomething(); // no mention of MagicCard needed
It is not clear how your Card and MagicCard classes are declared.
typeid does not work with non-polimorphistic classes according to cppreference.com.
If you, for example got the following program, the output will be as shown in the comments next to the output line:
#include <iostream>
#include <typeinfo>
class BaseNonPoly { };
class DerivedNonPoly : public BaseNonPoly { };
class BasePoly { virtual void foo() {} };
class DerivedPoly : public BasePoly { };
int main()
{
BaseNonPoly baseNonPoly;
DerivedNonPoly derivedNonPoly;
BasePoly basePoly;
DerivedPoly derivedPoly;
BaseNonPoly& pBaseNonPoly = baseNonPoly;
BaseNonPoly& pDerivedNonPoly = derivedNonPoly;
BasePoly& pBasePoly = basePoly;
BasePoly& pDerivedPoly = derivedPoly;
std::cout << "typeid(baseNonPoly)=" << typeid(baseNonPoly).name() << std::endl; // typeid(baseNonPoly)=11BaseNonPoly
std::cout << "typeid(derivedNonPoly)=" << typeid(derivedNonPoly).name() << std::endl; // typeid(derivedNonPoly)=14DerivedNonPoly
std::cout << "typeid(basePoly)=" << typeid(basePoly).name() << std::endl; // typeid(basePoly)=8BasePoly
std::cout << "typeid(derivedPoly)=" << typeid(derivedPoly).name() << std::endl; // typeid(derivedPoly)=11DerivedPoly
std::cout << "typeid(pBaseNonPoly)=" << typeid(pBaseNonPoly).name() << std::endl; // typeid(pBaseNonPoly)=11BaseNonPoly
std::cout << "typeid(pDerivedNonPoly)=" << typeid(pDerivedNonPoly).name() << std::endl; // typeid(pDerivedNonPoly)=11BaseNonPoly
std::cout << "typeid(pBasePoly)=" << typeid(pBasePoly).name() << std::endl; // typeid(pBasePoly)=8BasePoly
std::cout << "typeid(pDerivedPoly)=" << typeid(pDerivedPoly).name() << std::endl; // typeid(pDerivedPoly)=11DerivedPoly
return 0;
}
As you can see, the object of the non-polimorphic derived class DerivedNonPoly without virtual method can not be identified as what it really is and returns the type of it's parent BaseNonPoly instead.
As in Caleth's answer mentioned, it is good practice to avoid special cases depending on concrete derived class types. Since this, however, can't always be avoided in an elegant way, it might be enough to use a unused virtual function or a virtual deconstructor to your Card and MagicCard class for typeid to work correctly.

Meta Mixin.. is that even a thing? (Template Meta-Programming)

I want to present a "pattern of mixin based structure"(is this even a term?) but not quite sure if it would hold up in "some situation".
Basic idea is to generate "type using template class" that multiply inherit mixins. So the type declaration would look like: typedef BaseType<Mixin1, Mixin2, MixinN> Type1;
Some accomplishments by the approach:
Type1's special feature like operator overloads and Constructor overloads are always available.
Explicit type casting overhead is abstracted away by BaseType.
C++ multiple implicit conversion barrier is not a problem.
Usual template mixin approach form here looks like: template<class Base> class Printing : public Base {...}. Main drawback for me with this approach:
It is necessary to explicitly cast Printing to Base to use some of Base's special features, Or have to provide those overloads explicitly (I know it would just be a matter of one line of codes). But in some situation it would be irritating.
That is why I have come up with the idea to generate the base.
Please take a look at the implementation ("some situation"):
#include <iostream>
#include <functional>
#ifdef QT_CORE_LIB
#include <QString>
#endif
template<template<class> class... mixin_t>
class StringType : public mixin_t<StringType<mixin_t...>>...
{
std::string _value;
public:
StringType() : _value("") {}
StringType(const StringType &other) = default; // Copy
StringType(StringType &&other) = default; // Move
#ifdef QT_CORE_LIB
StringType(const QString &value) { this->_value = value.toStdString(); }
#endif
StringType(const std::string &value) { _value = value; }
StringType(const char *value) { _value = value; }
template<template<class> class T>
StringType(const StringType<T> &value)
{
_value = static_cast<const std::string &>(value);
}
StringType &operator=(const StringType &rhs) = default; // copy assign
StringType &operator=(StringType &&rhs) = default; // Move assign
#ifdef QT_CORE_LIB
operator QString() const { return QString::fromStdString(_value);}
#endif
operator std::string() const { return _value; }
operator const char *() const{ return _value.c_str(); }
};
template<class this_t> struct _empty_mixn {};
template<class this_t> struct ToStringMixin
{
this_t toString() const { return *static_cast<const this_t *>(this); }
};
template<class this_t> struct StringPrinterMixin
{
void print() const
{
std::cout << "From the printer: " << *static_cast<const this_t *>(this);
}
};
typedef StringType<_empty_mixn> String;
typedef StringType<ToStringMixin> Message;
typedef StringType<ToStringMixin, StringPrinterMixin> PrinterAttachedString;
int main()
{
Message msg1(String("msg1\n"));
std::cout << msg1;
std::cout << "toString() : " << msg1.toString();
Message msg2 = String("msg2\n");
std::cout << msg2;
std::cout << "toString() : " << msg2.toString();
Message msg3(std::string("msg3\n"));
std::cout << msg3;
std::cout << "toString() : " << msg3.toString();
Message msg4 = std::string("msg4\n");
std::cout << msg4;
std::cout << "toString() : " << msg4.toString();
Message msg5("msg5\n");
std::cout << msg5;
std::cout << "toString() : " << msg5.toString();
Message msg6 = "msg6\n";
std::cout << msg6;
std::cout << "toString() : " << msg6.toString();
std::cout << "\n---------------------\n\n";
PrinterAttachedString str1(String("str1\n"));
std::cout << str1;
std::cout << "toString() : " << str1.toString();
str1.print();
PrinterAttachedString str2 = String("str2\n");
std::cout << str2;
std::cout << "toString() : " << str2.toString();
str2.print();
PrinterAttachedString str3(std::string("str3\n"));
std::cout << str3;
std::cout << "toString() : " << str3.toString();
str3.print();
PrinterAttachedString str4 = std::string("str4\n");
std::cout << str4;
std::cout << "toString() : " << str4.toString();
str4.print();
PrinterAttachedString str5("str5\n");
std::cout << str5;
std::cout << "toString() : " << str5.toString();
str5.print();
PrinterAttachedString str6 = "str6\n";
std::cout << str6;
std::cout << "toString() : " << str6.toString();
str6.print();
return 0;
}
So, my questions:
Would it be practical use this in a situation where operator overloading/implicit casting feature necessary?
Does it seem, there would be a necessity of virtual inheritance?
Are there any other implementation like this (My search was a failure)?
Finally, is there a thing called "meta mixin" that would provide a type's special features?
Edit: In response to Phil1970's answer:
I am going to start with the answer to the question 3.
This approach leads to class proliferation: I totally agree. One big drawback I have to admit.
Increases coupling. Not sure how it increases coupling. *1
The rests marked there, I believe is not applicable due to the fact that StringType is quite final. And StringType does not know or about mixed class for real. *1
Now for the answer to the question no 1.
It is usually best to avoid implicit conversion.
The rests to me is ok as long as it is final. *2
With previous question gone (huge thanks to Phil) arose new questions.
*1: It is just one header-only, StringStyle does not depend on mixins and I see no reason to be so. And certainly this it can use private header if somehow becomes necessary. Then how it enforcing coupling?
*2: Just looking for opinions or to get me corrected.
Thanks a lot.
For your question:
It is usually best to avoid implicit conversion. Also you won't be able to reuse std::string operators like +, += with that kind of approach without adding a lot one line function. The wrapper class bring you nothing except adding more conversions as you would then use you new string type and with the mixin approach, this is even worst as you need to also convert between your own types.
Why would you use virtual inheritance? Do you really want to derive from multiple classes that have a common base and that have their own data.
As this is a bad design, you probably won't find many people doing it. Your design increase coupling, lead to class proliferation, increase type conversions and make maintenance harder among other things.
I believe, there is no such thing.
For simple functions like those above, the preferred approach would be to define a namespace (or many if you have a lot of functions that could somehow be categorized like maybe file name manipulation) and then have free functions inside it.
By using a namespace, you have a few advantages:
If you call a lot of functions, you can always add an using statement inside your function or source file (never in a header file).
Auto suggestion will work well to find those function.
If some of the original mixin maintain state, then you should do an helper class. This could be the case for a class like an HTML builder that might have functions like AddTag, Add Attribute, AddEncodedUrl etc that could be used to create an HTML document.
One big advantage of this approach is that coupling is much looser than in your design. For example, a file pair (header and source) would contains all functions used for the Printer. If you need that, you don't have to create a new class that use some combination of mixin.
One big problem with your approach, is that with time you will have a lot of different StringType<…> If you have 5 mixins that could be used, you have 2^5 = 32 classes. At that point, it is almost sure that you will often need the mixin you didn't include and then you have cascading change if the call it deep. And if you use template everywhere then you will have compilation slowdown and probably some code bloat.
Implicit conversion is also considered to be best avoid in most cases by most experts. If you have multiple conversion from and to many classes, at some point you will have unexpected conversion or ambiguities. Making some conversion explicit can limit the problem. Usually is it best to use explicite conversion as it was done by experts in std::string. You have to call member function c_str() if you want a C style string.
For example, since your StringType class define conversion to both const char * and QString, then if you have a method that accept both (maybe an Append function), then you have a conflict.
If you really want conversion, then use named method instead (for ex. AsQString(), c_str(), tostdstring()...). It help ensure that all conversion are intended. It make it easier to find them and it is certainly better that explicit cast like you have done in a few place in your code. While static_cast and other casts are sometime useful, then can also hide some problem when code is refactored as in some case, the cast might compile while not being correct. This would be the case if you cast to a derived class and at some point decide to change the derived class for something else and forget to update some casts.
You should select the most appropriate string for your application and do conversion when required. In a large application, you might use one type for the UI (ex. CString or QString) while using standard string in librairies that are shared across platforms or with third party library. Some time those libraries have their own string class too. Your selection should try minimize useless conversions.

Creating a class member that is automatically calculated from other class members?

I'm an absolute newbee when it comes to programming and I'm trying to teach myself the basics by just solving some easy "problems" in C++.
I have searched the web for an exact answer to my question before posting it here and haven't found one so far, however that may be because of (1).
So, what I'm looking for is a way to declare a class member that gets automatically calculated from other members of the same class, so that the calculated class member can be used just like an explicitly defined class member would. For example imagine a struct called creature that has the properties/members creature.numberofhands, creature.fingersperhand and finally the property creature.totalfingers that automatically gets calculated from the above members.
Heres an example of the closest I got to what I wanted to achieve:
#include <iostream>
typedef struct creature {
int numberofhands;
int fingersperhand;
int totalfingers();
} creature;
int creature::totalfingers()
{
return numberofhands * fingersperhand;
};
int main()
{
creature human;
human.numberofhands = 2;
human.fingersperhand = 5;
printf("%d",human.totalfingers());
return(0);
}
What's really annoying me about this, is that I have to treat the calculated one DIFFERENTLY from the explicitly defined ones, i.e. I have to put "()" after it.
How can I change the code, so I can use: human.totalfingers without ever explicitly defining it?
The simplest option would be to use public member functions and make the actual properties hidden.
Something like this:
class Creature {
public:
Creature(int numhands, int fingersperhand) // constructor
: m_numhands{numhands}, m_fingersperhand{fingersperhand}
{ }
int fingersPerHand() const { return m_fingersperhand; }
int numberOfHands() const { return m_numhands; }
int totalFingers() const { return numberOfHands() * fingersPerHand(); }
private:
const int m_numhands;
const int m_fingersperhand;
};
The private member variables are an implementation detail. Users of the class just use the three public member functions to get the different number of fingers after construction and don't need to care that two of them are returning constant stored numbers and the third returns a calculated value - that's irrelevant to users.
An example of use:
#include <iostream>
int main()
{
Creature human{2, 5};
std::cout << "A human has "
<< human.totalFingers() << " fingers. "
<< human.fingersPerHand() << " on each of their "
<< human.numberOfHands() << " hands.\n";
return 0;
}
If - as per your comment - you don't want to use a constructor (although that's the safest way to ensure you don't forget to initialize a member), you can modify the class like this:
class CreatureV2 {
public:
int fingersPerHand() const { return m_fingersperhand; }
int numberOfHands() const { return m_numhands; }
int totalFingers() const { return numberOfHands() * fingersPerHand(); }
void setFingersPerHand(int num) { m_fingersperhand = num; }
void setNumberOfHands(int num) { m_numhands = num; }
private:
// Note: these are no longer `const` and I've given them default
// values matching a human, so if you do nothing you'll get
// human hands.
int m_numhands = 2;
int m_fingersperhand = 5;
};
Example of use of the modified class:
#include <iostream>
int main()
{
CreatureV2 human;
std::cout << "A human has "
<< human.totalFingers() << " fingers. "
<< human.fingersPerHand() << " on each of their "
<< human.numberOfHands() << " hands.\n";
CreatureV2 monster;
monster.setFingersPerHand(7);
monster.setNumberOfHands(5);
std::cout << "A monster has "
<< monster.totalFingers() << " fingers. "
<< monster.fingersPerHand() << " on each of their "
<< monster.numberOfHands() << " hands.\n";
CreatureV2 freak;
freak.setFingersPerHand(9);
// Note: I forgot to specify the number of hands, so a freak get
// the default 2.
std::cout << "A freak has "
<< freak.totalFingers() << " fingers. "
<< freak.fingersPerHand() << " on each of their "
<< freak.numberOfHands() << " hands.\n";
return 0;
}
Note: all of the above assumes you are using a modern C++14 compiler.
What you have described is one of the reasons why encapsulation and "member variables should be private" is the recommended way of doing things in C++.
If every variable is accessed through a function, then everything is consistent, and refactoring from a member variable to a computation is possible.
Some languages, like C# or D, have the concept of "properties", which provide a way around the issue, but C++ does not have such a construct.
For fun, the proxy way to avoid extra parenthesis, (but with some extra costs):
class RefMul
{
public:
RefMul(int& a, int& b) : a(a), b(b) {}
operator int() const { return a * b; }
private:
int& a;
int& b;
};
struct creature {
int numberofhands;
int fingersperhand;
RefMul totalfingers{numberofhands, fingersperhand};
};
Demo
Note: to use RefMul with printf, you have to cast to int:
printf("%d", int(human.totalfingers));
That cast would not be required if you use c++ way to print:
std::cout << human.totalfingers;
If you're after consistency, you can make your changes the other way around. Replace the two member variables with constant methods which simply return copies of the member variables. That way, the way you access data is consistent and you don't have to worry about some code changing the values of the member variables when it shouldn't.
Others have provided very good answers. If you are looking for consistency, probably the easiest way is to make use of member functions (as #Jesper Juhl has answered).
On the other hand, if you strictly want to use class members that are calculated automatically from other members, you can use properties. Properties (as are defined in C# and Groovy) are not a standard feature of C++ but there are ways to implement them in C++. This SO question has a very good overview of the ways that properties can be defined and used in C++. My favorite way of defining properties is taking advantage of Microsoft-specific extension for properties in Visual C++ (obviously, this approach is specific to Microsoft Visual C++). A documentation of properties in Visual C++ can be found in MSDN. Using properties in Visual C++, your code can be modified to:
struct creature {
int numberofhands; // use of public member variables are generally discouraged
int fingersperhand;
__declspec(property(get = get_totalfingers)) // Microsoft-specific
int totalfingers;
private:
int fingers;
int get_totalfingers()
{
return numberofhands * fingersperhand; // This is where the automatic calculation takes place.
}
};
This class can be used like this:
#include <iostream>
int main()
{
creature martian;
martian.numberofhands = 2;
martian.fingersperhand = 4; // Marvin the Martian had 4!
// This line will print 8
std::cout << "Total fingers: " << martian.totalfingers << std::endl;
return 0;
}
As I said earlier, properties are not a standard feature of C++ but there are ways to get them in C++ which either rely on smart tricks or using compiler-specific features. IMHO, using simple functions (as #Jesper Juhl described) is a better alternative.

Why will Foo::innerConstexpr not link, but UserLiteral{Foo::innerConstexpr} will?

Consider the following simple classes, which I've contrived based on issues I'm seeing with a real project. Triple is a quick boiler-plate type for use with the inner constexprs in class Foo:
#include <iostream>
class Triple {
public:
friend
std::ostream & operator <<(std::ostream & o, Triple const & t);
constexpr Triple() : a_(0), b_(0), c_(0) { }
constexpr Triple(Triple const & other) = default;
constexpr Triple(double a, double b, double c)
: a_(a), b_(b), c_(c)
{ }
~Triple() = default;
private:
double a_, b_, c_;
};
std::ostream & operator <<(std::ostream & o, Triple const & t) {
o << "(" << t.a_ << ", " << t.b_ << ", " << t.c_ << ")";
return o;
}
class Foo {
public:
Foo() : triple_(defaultTriple) { }
Triple const & triple() const { return triple_; }
Triple & triple() { return triple_; }
constexpr static float defaultPOD{10};
constexpr static Triple defaultTriple{11.0, 22.0, 33.0};
private:
Triple triple_;
};
If I then write a main() function to use the public inner constexprs from Foo, as follows, it will fail to link (using g++ 4.7.0, by way of mingw-x86-64 on Windows 7):
int main(int argc, char ** argv) {
using std::cout;
using std::endl;
cout << Foo::defaultPOD << endl;
cout << Foo::defaultTriple << endl;
}
$ g++ -o test -O3 --std=c++11 test.cpp
e:\temp\ccwJqI4p.o:test.cpp:(.text.startup+0x28): undefined reference to `Foo::defaultTriple' collect2.exe: error: ld returned 1 exit status
However, if I write
cout << Triple{Foo::defaultTriple} << endl
instead of simply
cout << Foo::defaultTriple << endl
it will link and run fine. I can see that the former expresses more explicitly that a compile-time literal is what's intended, but I'm still surprised the latter won't work as well. Is this a compiler bug, or is there a reason based on the rules for constexpr that only the first example should work?
I would try other compilers to get more insight, but at present GCC 4.7.0 is the only one I have access to that supports constexpr.
Note also that the expression for the pod constexpr works fine without an explicit literal wrapper, e.g. cout << Foo::defaultPOD has never given me trouble.
A constant expression that appears in a context where a constant expression is not required may be evaluated during program translation but it is not required to be, so it might be evaluated at run time.
If a constexpr static member is evaluated during program translation the compiler can use its initializer to determine its value and won't need the member's definition.
If the member is used in a context that is evaluated at run time then its definition will be required.
In cout << Foo::defaultTriple << endl your compiler is generating the code to perform the lvalue-to-rvalue conversion of Foo::defaultTriple at run time so the object needs a definition.
In cout << Triple{Foo::defaultTriple} << endl the compiler is evaluating Foo::defaultTriple during program translation to create the temporary Triple that itself is probably evaluated at run time.
Unless your constexpr objects are only evaluated in contexts where constant expressions are required, you must provide a definition for them.
defaultPOD and defaultTriple declared inside the class is not a definition. You must define them outside of the class declaration if you want to use them in places that need to know their address.
So why does cout << Foo::defaultPOD << endl; work, but cout << Foo::defaultTriple << endl; doesn't?
defaultPOD is declared as a float, so when you do cout << Foo::defaultPOD it calls the operator<<(float val); which takes its argument by value. No definition is required in this call because you are only using the value (it's not odr-used as defined by 3.2.3). If you try to pass Foo::defaultPOD to a function that takes a reference, you would need to define it.
However, Foo::defaultTriple fails because operator << takes a Triple by reference requiring Foo::defaultTriple to be defined. However, even after changing the operator<< to pass by value, in my tests, I still ended up with a linker error. Only if I remove the member variables from Triple and make operator<< pass by value will the code compile without defining the static member variables. (When you remove the member variables from Triple the compiler optimizes out the variable I believe).
(Here is a nice reference which explains some of this stuff).
The error comes from the linker, it can not find the Foo::defaultTriple static member.
The issue here is the difference between "declaration" and "definition". The static line in your class is the declaration, you also need a definition. In C++, every static field defined inside a class should be also present inside a .cpp file:
// .hpp
class X {
static int Q;
};
// .cpp
int X:Q = 0;
In your case, you should have this line somewhere in a .cpp file:
Triple foo::defaultTriple;

Static ctor/dtor observer for arb. C++ classes

I have a series of classes A, B, ... which have many derived classes which are created inside a module I do not wish to change.
Additionally, I have at least one class Z, which has to be informed whenever an object of type A (or derived classes) is created or destroyed. In the future, there may be more classes, Y, X that want to observe different objects.
I am looking for a convenient way to solve this.
At first glance, the problem seemed trivial, but I'm kind of stuck right now.
What I came up with, is two base classes SpawnObserver and SpawnObservable which are supposed to do the job, but I am very unhappy with them for several reasons (see attached simplification of these classes).
When Z is notified, the actual object is either not yet or not anymore existent, due to the order in which base classes are created/destroyed. Although the pointers can be compared when destroying an object (to remove them from some data-structures in Z) this does not work when it is created and it surely does not work when you have multiple inheritance.
If you want to observe only one class, say A, you are always notified of all (A, B, ...).
You have to explicitly if/else through all classes, so you have to know all classes that inherit from SpawnObservable, which is pretty bad.
Here are the classes, which I tried to trim down to the most basic functionality, which you need to know to understand my problem. In a nutshell: You simply inherit from SpawnObservable and the ctor/dtor does the job of notifying the observers (well, at least, this is what I want to have).
#include <list>
#include <iostream>
class SpawnObservable;
class SpawnObserver {
public:
virtual void ctord(SpawnObservable*) = 0;
virtual void dtord(SpawnObservable*) = 0;
};
class SpawnObservable {
public:
static std::list<SpawnObserver*> obs;
SpawnObservable() {
for (std::list<SpawnObserver*>::iterator it = obs.begin(), end = obs.end(); it != end; ++it) {
(*it)->ctord(this);
}
}
~SpawnObservable() {
for (std::list<SpawnObserver*>::iterator it = obs.begin(), end = obs.end(); it != end; ++it) {
(*it)->dtord(this);
}
}
virtual void foo() {} // XXX: very nasty dummy virtual function
};
std::list<SpawnObserver*> SpawnObservable::obs;
struct Dummy {
int i;
Dummy() : i(13) {}
};
class A : public SpawnObservable {
public:
Dummy d;
A() : SpawnObservable() {
d.i = 23;
}
A(int i) : SpawnObservable() {
d.i = i;
}
};
class B : public SpawnObservable {
public:
B() { std::cout << "making B" << std::endl;}
~B() { std::cout << "killing B" << std::endl;}
};
class PrintSO : public SpawnObserver { // <-- Z
void print(std::string prefix, SpawnObservable* so) {
if (dynamic_cast<A*>(so)) {
std::cout << prefix << so << " " << "A: " << (dynamic_cast<A*>(so))->d.i << std::endl;
} else if (dynamic_cast<B*>(so)) {
std::cout << prefix << so << " " << "B: " << std::endl;
} else {
std::cout << prefix << so << " " << "unknown" << std::endl;
}
}
virtual void ctord(SpawnObservable* so) {
print(std::string("[ctord] "),so);
}
virtual void dtord(SpawnObservable* so) {
print(std::string("[dtord] "),so);
}
};
int main(int argc, char** argv) {
PrintSO pso;
A::obs.push_back(&pso);
B* pb;
{
std::cout << "entering scope 1" << std::endl;
A a(33);
A a2(34);
B b;
std::cout << "adresses: " << &a << ", " << &a2 << ", " << &b << std::endl;
std::cout << "leaving scope 1" << std::endl;
}
{
std::cout << "entering scope 1" << std::endl;
A a;
A a2(35);
std::cout << "adresses: " << &a << ", " << &a2 << std::endl;
std::cout << "leaving scope 1" << std::endl;
}
return 1;
}
The output is:
entering scope 1
[ctord] 0x7fff1113c640 unknown
[ctord] 0x7fff1113c650 unknown
[ctord] 0x7fff1113c660 unknown
making B
adresses: 0x7fff1113c640, 0x7fff1113c650, 0x7fff1113c660
leaving scope 1
killing B
[dtord] 0x7fff1113c660 unknown
[dtord] 0x7fff1113c650 unknown
[dtord] 0x7fff1113c640 unknown
entering scope 1
[ctord] 0x7fff1113c650 unknown
[ctord] 0x7fff1113c640 unknown
adresses: 0x7fff1113c650, 0x7fff1113c640
leaving scope 1
[dtord] 0x7fff1113c640 unknown
[dtord] 0x7fff1113c650 unknown
I want to stress, that I am perfectly aware why my solution behaves the way it does. My question is whether you have a better approach of doing this.
EDIT
As an extension to this question (and inspired by the comments below), I'd like to know:
Why do you think this is a terrible approach?
As an additional note: What I an trying to accomplish by this is to install a normal Observer in each and every created object.
EDIT 2
I will accept an answer that solves problem 1 (bold one in the enumeration above) or describes why the whole thing is a very bad idea.
Use the curiously recurring template pattern.
template<typename T> class watcher {
typename std::list<T>::iterator it;
watcher();
~watcher();
void ctord(T*);
void dtord(T*);
};
template<typename T> class Observer {
public:
typedef std::list<T*> ptr_list;
static ptr_list ptrlist;
typedef typename ptr_list::iterator it_type;
it_type it;
typedef std::list<watcher<T>*> watcher_list;
static watcher_list watcherlist;
typedef typename watcher_list::iterator watcher_it_type;
Observer() {
ptrlist.push_back(this);
it_type end = ptrlist.end();
end--;
it = end;
for(watcher_it_type w_it = watcherlist.begin(); w_it != watcherlist.end(); w_it++)
w_it->ctord(this);
}
~Observer() {
ptrlist.erase(it);
for(watcher_it_type w_it = watcherlist.begin(); w_it != watcherlist.end(); w_it++)
w_it->ctord(this);
}
};
class A : public Observer<A> {
};
class B : public Observer<B> {
};
class C : public A, public B, public Observer<C> {
// No virtual inheritance required - all the Observers are a different type.
};
template<typename T> watcher<T>::watcher<T>() {
Observer<T>::watcherlist.push_back(this);
it = watcherlist.end();
it--;
}
template<typename T> watcher<T>::~watcher<T>() {
Observer<T>::watcherlist.erase(it);
}
template<typename T> void watcher<T>::ctord(T* ptr) {
// ptr points to an instance of T that just got constructed
}
template<typename T> void watcher<T>::dtord(T* ptr) {
// ptr points to an instance of T that is just about to get destructed.
}
Not just that, but you can inherit from Observer multiple times using this technique, as two Observer<X> and Observer<Y> are different types and thus doesn't require diamond inheritance or anything like that. Plus, if you need different functionality for Observer<X> and Observer<Y>, you can specialize.
Edit # Comments:
class C DOES inherit from Observer<A> and Observer<B> through A and B, respectively. It doesn't need to know or care whether or not they're being observed. A C instance will end up on all three lists.
As for ctord and dtord, I don't actually see what function they perform. You can obtain a list of any specific type using Observer::ptrlist.
Edit again: Oooooh, I see. Excuse me a moment while I edit some more. Man, this is some of the most hideous code I've ever written. You should seriously consider not needing it. Why not just have the objects that need to be informed about the others do their creation?
Issue 1 isn't easily solved (in fact I think it's impossible to fix). The curiously recurring template idea comes closest to solving it, because the base class encodes the derived type, but you'll have to add a base to every derived class, if you really insist on knowing the derived type when the base is being constructed.
If you don't mind performing your actual operations (other than the bookkeeping, I mean) or examining the list outside the constructor or destructor of each object, you could have it (re)build the minimal list only when the operation is about to be performed. This gives you a chance to use the fully-constructed object, and makes it easier to solve issue 2.
You'd do this by first having a list of objects that have been constructed, but aren't on the 'full' list. And the 'full' list would contain two pointers per constructed object. One is the pointer to the base class, which you'll store from the Observable constructor, possibly multiple times during the construction of a single object. The other is a void *, pointing to the most derived part of the object -- use dynamic_cast<void *> to retrieve this -- and is used to make sure that each object only appears once in the list.
When an object is destroyed, if it has multiple Observable bases, each will try to remove itself from the lists, and when it comes to the full list, only one will succeed -- but that's fine, because each is equally good as an arbitrary base of that object.
Some code follows.
Your full list of objects, iterable in as straightforward a fashion as std::map will allow. (Each void * and each Observable * is unique, but this uses the Observable * as the key, so that it's easy to remove the entry in the Observable destructor.)
typedef std::map<Observable *, void *> AllObjects;
AllObjects allObjects;
And your list of objects that have been constructed, but aren't yet added to allObjects:
std::set<Observable *> recentlyConstructedObjects;
In the Observable constructor, add the new object to the list of pending objects:
recentlyConstructedObjects.insert(this);
In the Observable destructor, remove the object:
// 'this' may not be a valid key, if the object is in 'allObjects'.
recentlyConstructedObjects.erase(this);
// 'this' may not be a valid key, if the object is in 'recentlyConstructedObjects',
// or this object has another Observable base object and that one got used instead.
allObjects.erase(this);
Before you're about to do your thing, update allObjects, if there've been any objects constructed since last time it was updated:
if(!recentlyConstructedObjects.empty()) {
std::map<void *, Observable *> newObjects;
for(std::set<Observable *>::const_iterator it = recentlyConstructedObjects.begin(); it != recentlyConstructedObjects.end(); ++it)
allObjectsRev[dynamic_cast<void *>(*it)] = *it;
for(std::map<void *, Observable *>::const_iterator it = newObjects.begin(); it != newObjects.end(); ++it)
allObjects[it->second] = it->first;
recentlyConstructedObjects.clear();
}
And now you can visit each object the once:
for(std::map<Observable *,void *>::const_iterator it = allObjects.begin(); it != allObjects.end(); ++it) {
// you can dynamic_cast<whatever *>(it->first) to see what type of thing it is
//
// it->second is good as a key, uniquely identifying the object
}
Well... now that I've written all that, I'm not sure whether this solves your problem. It was interesting to consider nonetheless.
(This idea would solve one of the problems with the curiously recurring template, namely that you have lots of base objects per derived object and it's harder to disentangle because of that. (Unfortunately, no solution to the large number of base classes, sorry.) Due to the use of dynamic_cast, of course, it's not much use if you call it during an object's construction, which is of course the advantage of the curiously recurring thing: you know the derived type during the base's construction.
(So, if your'e going with that style of solution, AND you are OK with performing your operations outside the construction/destruction stage, AND you don't mind the (multiple) base classes taking up space, you could perhaps have each base's constructor store some class-specific info -- using typeid, perhaps, or traits -- and merge these together when you build the larger list. This should be straightforward, since you'll know which base objects correspond to the same derived object. Depending on what you're trying to do, this might help you with issue 3.)
Take a look at Signals and Slots especially Boost Signals and Slots