Concise way to initialize a block of memory with magic numbers - c++

A few examples of what I'm referring to:
typedef struct SOME_STRUCT {
unsigned int x1;
unsigned int x2;
unsigned int x3;
unsigned int x4;
// What I expected would work, but doesn't; the 2nd parameter gets
// turned into an 8-bit quantity at some point within memset
SOME_STRUCT() { memset( this, 0xFEEDFACE, sizeof( *this ) ); }
// Something that worked, but seems hokey/hackish
SOME_STRUCT() {
unsigned int *me = (unsigned int *)this;
for( int ii = 0; ii < sizeof(*this)/sizeof(*me); ++ii ) {
me[ii] = 0xFEEDFACE;
}
}
// The far-more-verbose-but-C++-way-of-doing-it
// This works, but doesn't lend itself very well
// to being a drop-in way to pull this off on
// any struct.
SOME_STRUCT() : x1( 0xFEEDFACE )
, x2( 0XFEEDFACE )
, x3( 0XFEEDFACE )
, x4( 0XFEEDFACE ) {}
// This would work, but I figured there would be a standard
// function that would alleviate the need to do it myself
SOME_STRUCT() { my_memset( this, 0xFEEDFACE, sizeof(*this) ); }
}
I can't use valgrind here, and my options are limited as far as various debugging libraries I have access to -- which is why I'm doing it myself for this one-off case.

Here’s a partial example of using std::generate() safely:
#include <algorithm>
struct Wizard {
size_t i;
static unsigned char magic[4];
Wizard() : i(0) {}
unsigned char operator()() {
size_t j = i++;
i %= sizeof(magic); // Not strictly necessary due to wrapping.
return magic[j];
}
};
unsigned char Wizard::magic[4] = {0xDE,0xAD,0xBE,0xEF};
std::generate(reinterpret_cast<unsigned char*>(this),
reinterpret_cast<unsigned char*>(this) + sizeof(*this),
Wizard());
(Of course, the endianness may or may not be right, depending on how you’re looking and what you’re expecting to see when you do!)

I would declare this constructor:
SOME_STRUCT( unsigned int magic) : x1 (magic), x2 (magic), x3 (magic), x4 (magic) {}
This is very similar to your third option, and seems to be the natural C++ way of doing it.

A point not made by others is this:
I think it is unsafe to do this for Non-POD types. Ironically, adding the initialization into a constructor makes it non-pod. Therefore I propose a freestanding function that checks for POD-ness statically (sample uses c++0x type_traits but you could use Boost as well)
#include <iostream>
#include <type_traits>
template <typename T>
typename std::enable_if<std::is_pod<T>::value>::type* FeedFace(T& v)
{
static const unsigned char MAGIC[] = { 0xFE, 0xED, 0xFA, 0xCE };
unsigned char *me = reinterpret_cast<unsigned char *>(&v);
for( size_t ii = 0; ii < sizeof(T)/sizeof(unsigned char); ++ii )
me[ii] = MAGIC[ii % sizeof(MAGIC)/sizeof(unsigned char)];
}
struct Pod { char data[37]; };
struct NonPod : Pod { virtual ~NonPod() { } };
int main()
{
Pod pod;
FeedFace(pod);
NonPod nonpod;
// FeedFace(nonpod); // fails to compile (no matching function call)
return 0;
}

I assume this allows for nasty hacky stuff, like this:
#include <iomanip>
#include <iostream>
#include <algorithm>
using namespace std;
int main(void)
{
struct SOME_STRUCT {
unsigned int x1;
unsigned int x2;
unsigned int x3;
unsigned int x4;
} foo;
fill(reinterpret_cast<unsigned int *>(&foo),
reinterpret_cast<unsigned int *>(&foo) + sizeof(foo) / sizeof(unsigned int),
(unsigned int)0xDEADBEEF);
cout << foo.x1 << endl;
cout << foo.x2 << endl;
cout << foo.x3 << endl;
cout << foo.x4 << endl;
return (0);
}
Basically abusing std::fill() with pointer casts.

You could reinterpret_cast this as a char* and then use std::generate with a predicate that rotates through the values you care about. If I get time later I'll try to sketch the code.
Also have you considered for example an LD_PRELOAD memory checking malloc library?

Here's another hacky method.
SOME_STRUCT() {
x1 = 0xFEEDFACE;
memmove(&(this->x2), this, sizeof(*this)-sizeof(x1));
}

Even if your memset() attempt did work, it makes an assumption about the structure packing and is therefore not guaranteed to be correct. There is no programmatic way to iterate through the members of a struct and assign them in C or C++. You will therefore need to be content with assigning the members individually. Having said that, if you feel that you are comfortable with the memory layout of the structure and don't need to worry about portable code, you can just as easily initialize it with a for loop.
unsigned int i, *ar = (unsigned int *)&my_struct;
for (i = 0; i < sizeof(my_struct) / sizeof(unsigned int); i++) {
ar[i] = 0xdeadbeef;
}

Related

Real case that will break when access non-active union members?

According to cppreference and Purpose of Unions in C and C++, the code below is UB:
// convert char[8] to uint64_t
uint64_t convert(char c[8]) {
union{
uint64_t v;
char c[8];
} u;
for(int i = 0; i < 8; i++) {
u.c[i] = c[i];
}
return u.v;
}
// another example
union U {
uint64_t v;
struct{
uint32_t l;
uint32_t h;
}d;
};
uint64_t setlow(uint64_t v, uint32_t l) {
U u{v};
u.d.l = l;
return u.v;
}
However, even though it's UB, this kind of usage gives much convenience and I find it actually works for most compilers(GCC/Clang). So I want to know is there any compiler/implementation in practice that will make the code above break?
The reason the language hasn’t blessed the compiler extension (based on questionable C wording) is that it doesn’t fit with the rest of the language. Consider:
union U {
float f;
int i;
int operator()();
};
static int putget(float &f,int &i) {
i=0;
f=1;
return i;
}
int U::operator()() {return putget(f,i);}
With the function definition immediately available, GCC and Clang elide the store to i, and yet they return 0 as if that store had not only happened but wasn’t dead.

What does Obj::* mean? [duplicate]

I came across this strange code snippet which compiles fine:
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
return 0;
}
Why does C++ have this pointer to a non-static data member of a class? What is the use of this strange pointer in real code?
It's a "pointer to member" - the following code illustrates its use:
#include <iostream>
using namespace std;
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
Car c1;
c1.speed = 1; // direct access
cout << "speed is " << c1.speed << endl;
c1.*pSpeed = 2; // access via pointer to member
cout << "speed is " << c1.speed << endl;
return 0;
}
As to why you would want to do that, well it gives you another level of indirection that can solve some tricky problems. But to be honest, I've never had to use them in my own code.
Edit: I can't think off-hand of a convincing use for pointers to member data. Pointer to member functions can be used in pluggable architectures, but once again producing an example in a small space defeats me. The following is my best (untested) try - an Apply function that would do some pre &post processing before applying a user-selected member function to an object:
void Apply( SomeClass * c, void (SomeClass::*func)() ) {
// do hefty pre-call processing
(c->*func)(); // call user specified function
// do hefty post-call processing
}
The parentheses around c->*func are necessary because the ->* operator has lower precedence than the function call operator.
This is the simplest example I can think of that conveys the rare cases where this feature is pertinent:
#include <iostream>
class bowl {
public:
int apples;
int oranges;
};
int count_fruit(bowl * begin, bowl * end, int bowl::*fruit)
{
int count = 0;
for (bowl * iterator = begin; iterator != end; ++ iterator)
count += iterator->*fruit;
return count;
}
int main()
{
bowl bowls[2] = {
{ 1, 2 },
{ 3, 5 }
};
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::apples) << " apples\n";
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::oranges) << " oranges\n";
return 0;
}
The thing to note here is the pointer passed in to count_fruit. This saves you having to write separate count_apples and count_oranges functions.
Another application are intrusive lists. The element type can tell the list what its next/prev pointers are. So the list does not use hard-coded names but can still use existing pointers:
// say this is some existing structure. And we want to use
// a list. We can tell it that the next pointer
// is apple::next.
struct apple {
int data;
apple * next;
};
// simple example of a minimal intrusive list. Could specify the
// member pointer as template argument too, if we wanted:
// template<typename E, E *E::*next_ptr>
template<typename E>
struct List {
List(E *E::*next_ptr):head(0), next_ptr(next_ptr) { }
void add(E &e) {
// access its next pointer by the member pointer
e.*next_ptr = head;
head = &e;
}
E * head;
E *E::*next_ptr;
};
int main() {
List<apple> lst(&apple::next);
apple a;
lst.add(a);
}
Here's a real-world example I am working on right now, from signal processing / control systems:
Suppose you have some structure that represents the data you are collecting:
struct Sample {
time_t time;
double value1;
double value2;
double value3;
};
Now suppose that you stuff them into a vector:
std::vector<Sample> samples;
... fill the vector ...
Now suppose that you want to calculate some function (say the mean) of one of the variables over a range of samples, and you want to factor this mean calculation into a function. The pointer-to-member makes it easy:
double Mean(std::vector<Sample>::const_iterator begin,
std::vector<Sample>::const_iterator end,
double Sample::* var)
{
float mean = 0;
int samples = 0;
for(; begin != end; begin++) {
const Sample& s = *begin;
mean += s.*var;
samples++;
}
mean /= samples;
return mean;
}
...
double mean = Mean(samples.begin(), samples.end(), &Sample::value2);
Note Edited 2016/08/05 for a more concise template-function approach
And, of course, you can template it to compute a mean for any forward-iterator and any value type that supports addition with itself and division by size_t:
template<typename Titer, typename S>
S mean(Titer begin, const Titer& end, S std::iterator_traits<Titer>::value_type::* var) {
using T = typename std::iterator_traits<Titer>::value_type;
S sum = 0;
size_t samples = 0;
for( ; begin != end ; ++begin ) {
const T& s = *begin;
sum += s.*var;
samples++;
}
return sum / samples;
}
struct Sample {
double x;
}
std::vector<Sample> samples { {1.0}, {2.0}, {3.0} };
double m = mean(samples.begin(), samples.end(), &Sample::x);
EDIT - The above code has performance implications
You should note, as I soon discovered, that the code above has some serious performance implications. The summary is that if you're calculating a summary statistic on a time series, or calculating an FFT etc, then you should store the values for each variable contiguously in memory. Otherwise, iterating over the series will cause a cache miss for every value retrieved.
Consider the performance of this code:
struct Sample {
float w, x, y, z;
};
std::vector<Sample> series = ...;
float sum = 0;
int samples = 0;
for(auto it = series.begin(); it != series.end(); it++) {
sum += *it.x;
samples++;
}
float mean = sum / samples;
On many architectures, one instance of Sample will fill a cache line. So on each iteration of the loop, one sample will be pulled from memory into the cache. 4 bytes from the cache line will be used and the rest thrown away, and the next iteration will result in another cache miss, memory access and so on.
Much better to do this:
struct Samples {
std::vector<float> w, x, y, z;
};
Samples series = ...;
float sum = 0;
float samples = 0;
for(auto it = series.x.begin(); it != series.x.end(); it++) {
sum += *it;
samples++;
}
float mean = sum / samples;
Now when the first x value is loaded from memory, the next three will also be loaded into the cache (supposing suitable alignment), meaning you don't need any values loaded for the next three iterations.
The above algorithm can be improved somewhat further through the use of SIMD instructions on eg SSE2 architectures. However, these work much better if the values are all contiguous in memory and you can use a single instruction to load four samples together (more in later SSE versions).
YMMV - design your data structures to suit your algorithm.
You can later access this member, on any instance:
int main()
{
int Car::*pSpeed = &Car::speed;
Car myCar;
Car yourCar;
int mySpeed = myCar.*pSpeed;
int yourSpeed = yourCar.*pSpeed;
assert(mySpeed > yourSpeed); // ;-)
return 0;
}
Note that you do need an instance to call it on, so it does not work like a delegate.
It is used rarely, I've needed it maybe once or twice in all my years.
Normally using an interface (i.e. a pure base class in C++) is the better design choice.
IBM has some more documentation on how to use this. Briefly, you're using the pointer as an offset into the class. You can't use these pointers apart from the class they refer to, so:
int Car::*pSpeed = &Car::speed;
Car mycar;
mycar.*pSpeed = 65;
It seems a little obscure, but one possible application is if you're trying to write code for deserializing generic data into many different object types, and your code needs to handle object types that it knows absolutely nothing about (for example, your code is in a library, and the objects into which you deserialize were created by a user of your library). The member pointers give you a generic, semi-legible way of referring to the individual data member offsets, without having to resort to typeless void * tricks the way you might for C structs.
It makes it possible to bind member variables and functions in the uniform manner. The following is example with your Car class. More common usage would be binding std::pair::first and ::second when using in STL algorithms and Boost on a map.
#include <list>
#include <algorithm>
#include <iostream>
#include <iterator>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
class Car {
public:
Car(int s): speed(s) {}
void drive() {
std::cout << "Driving at " << speed << " km/h" << std::endl;
}
int speed;
};
int main() {
using namespace std;
using namespace boost::lambda;
list<Car> l;
l.push_back(Car(10));
l.push_back(Car(140));
l.push_back(Car(130));
l.push_back(Car(60));
// Speeding cars
list<Car> s;
// Binding a value to a member variable.
// Find all cars with speed over 60 km/h.
remove_copy_if(l.begin(), l.end(),
back_inserter(s),
bind(&Car::speed, _1) <= 60);
// Binding a value to a member function.
// Call a function on each car.
for_each(s.begin(), s.end(), bind(&Car::drive, _1));
return 0;
}
You can use an array of pointer to (homogeneous) member data to enable a dual, named-member (i.e. x.data) and array-subscript (i.e. x[idx]) interface.
#include <cassert>
#include <cstddef>
struct vector3 {
float x;
float y;
float z;
float& operator[](std::size_t idx) {
static float vector3::*component[3] = {
&vector3::x, &vector3::y, &vector3::z
};
return this->*component[idx];
}
};
int main()
{
vector3 v = { 0.0f, 1.0f, 2.0f };
assert(&v[0] == &v.x);
assert(&v[1] == &v.y);
assert(&v[2] == &v.z);
for (std::size_t i = 0; i < 3; ++i) {
v[i] += 1.0f;
}
assert(v.x == 1.0f);
assert(v.y == 2.0f);
assert(v.z == 3.0f);
return 0;
}
One way I've used it is if I have two implementations of how to do something in a class and I want to choose one at run-time without having to continually go through an if statement i.e.
class Algorithm
{
public:
Algorithm() : m_impFn( &Algorithm::implementationA ) {}
void frequentlyCalled()
{
// Avoid if ( using A ) else if ( using B ) type of thing
(this->*m_impFn)();
}
private:
void implementationA() { /*...*/ }
void implementationB() { /*...*/ }
typedef void ( Algorithm::*IMP_FN ) ();
IMP_FN m_impFn;
};
Obviously this is only practically useful if you feel the code is being hammered enough that the if statement is slowing things done eg. deep in the guts of some intensive algorithm somewhere. I still think it's more elegant than the if statement even in situations where it has no practical use but that's just my opnion.
Pointers to classes are not real pointers; a class is a logical construct and has no physical existence in memory, however, when you construct a pointer to a member of a class it gives an offset into an object of the member's class where the member can be found; This gives an important conclusion: Since static members are not associated with any object so a pointer to a member CANNOT point to a static member(data or functions) whatsoever
Consider the following:
class x {
public:
int val;
x(int i) { val = i;}
int get_val() { return val; }
int d_val(int i) {return i+i; }
};
int main() {
int (x::* data) = &x::val; //pointer to data member
int (x::* func)(int) = &x::d_val; //pointer to function member
x ob1(1), ob2(2);
cout <<ob1.*data;
cout <<ob2.*data;
cout <<(ob1.*func)(ob1.*data);
cout <<(ob2.*func)(ob2.*data);
return 0;
}
Source: The Complete Reference C++ - Herbert Schildt 4th Edition
Here is an example where pointer to data members could be useful:
#include <iostream>
#include <list>
#include <string>
template <typename Container, typename T, typename DataPtr>
typename Container::value_type searchByDataMember (const Container& container, const T& t, DataPtr ptr) {
for (const typename Container::value_type& x : container) {
if (x->*ptr == t)
return x;
}
return typename Container::value_type{};
}
struct Object {
int ID, value;
std::string name;
Object (int i, int v, const std::string& n) : ID(i), value(v), name(n) {}
};
std::list<Object*> objects { new Object(5,6,"Sam"), new Object(11,7,"Mark"), new Object(9,12,"Rob"),
new Object(2,11,"Tom"), new Object(15,16,"John") };
int main() {
const Object* object = searchByDataMember (objects, 11, &Object::value);
std::cout << object->name << '\n'; // Tom
}
Suppose you have a structure. Inside of that structure are
* some sort of name
* two variables of the same type but with different meaning
struct foo {
std::string a;
std::string b;
};
Okay, now let's say you have a bunch of foos in a container:
// key: some sort of name, value: a foo instance
std::map<std::string, foo> container;
Okay, now suppose you load the data from separate sources, but the data is presented in the same fashion (eg, you need the same parsing method).
You could do something like this:
void readDataFromText(std::istream & input, std::map<std::string, foo> & container, std::string foo::*storage) {
std::string line, name, value;
// while lines are successfully retrieved
while (std::getline(input, line)) {
std::stringstream linestr(line);
if ( line.empty() ) {
continue;
}
// retrieve name and value
linestr >> name >> value;
// store value into correct storage, whichever one is correct
container[name].*storage = value;
}
}
std::map<std::string, foo> readValues() {
std::map<std::string, foo> foos;
std::ifstream a("input-a");
readDataFromText(a, foos, &foo::a);
std::ifstream b("input-b");
readDataFromText(b, foos, &foo::b);
return foos;
}
At this point, calling readValues() will return a container with a unison of "input-a" and "input-b"; all keys will be present, and foos with have either a or b or both.
Just to add some use cases for #anon's & #Oktalist's answer, here's a great reading material about pointer-to-member-function and pointer-to-member-data.
https://www.dre.vanderbilt.edu/~schmidt/PDF/C++-ptmf4.pdf
with pointer to member, we can write generic code like this
template<typename T, typename U>
struct alpha{
T U::*p_some_member;
};
struct beta{
int foo;
};
int main()
{
beta b{};
alpha<int, beta> a{&beta::foo};
b.*(a.p_some_member) = 4;
return 0;
}
I love the * and & operators:
struct X
{
int a {0};
int *ptr {NULL};
int &fa() { return a; }
int *&fptr() { return ptr; }
};
int main(void)
{
X x;
int X::*p1 = &X::a; // pointer-to-member 'int X::a'. Type of p1 = 'int X::*'
x.*p1 = 10;
int *X::*p2 = &X::ptr; // pointer-to-member-pointer 'int *X::ptr'. Type of p2 = 'int *X::*'
x.*p2 = nullptr;
X *xx;
xx->*p2 = nullptr;
int& (X::*p3)() = X::fa; // pointer-to-member-function 'X::fa'. Type of p3 = 'int &(X::*)()'
(x.*p3)() = 20;
(xx->*p3)() = 30;
int *&(X::*p4)() = X::fptr; // pointer-to-member-function 'X::fptr'. Type of p4 = 'int *&(X::*)()'
(x.*p4)() = nullptr;
(xx->*p4)() = nullptr;
}
Indeed all is true as long as the members are public, or static
I think you'd only want to do this if the member data was pretty large (e.g., an object of another pretty hefty class), and you have some external routine which only works on references to objects of that class. You don't want to copy the member object, so this lets you pass it around.
A realworld example of a pointer-to-member could be a more narrow aliasing constructor for std::shared_ptr:
template <typename T>
template <typename U>
shared_ptr<T>::shared_ptr(const shared_ptr<U>, T U::*member);
What that constructor would be good for
assume you have a struct foo:
struct foo {
int ival;
float fval;
};
If you have given a shared_ptr to a foo, you could then retrieve shared_ptr's to its members ival or fval using that constructor:
auto foo_shared = std::make_shared<foo>();
auto ival_shared = std::shared_ptr<int>(foo_shared, &foo::ival);
This would be useful if want to pass the pointer foo_shared->ival to some function which expects a shared_ptr
https://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
Pointer to members are C++'s type safe equivalent for C's offsetof(), which is defined in stddef.h: Both return the information, where a certain field is located within a class or struct. While offsetof() may be used with certain simple enough classes also in C++, it fails miserably for the general case, especially with virtual base classes. So pointer to members were added to the standard. They also provide easier syntax to reference an actual field:
struct C { int a; int b; } c;
int C::* intptr = &C::a; // or &C::b, depending on the field wanted
c.*intptr += 1;
is much easier than:
struct C { int a; int b; } c;
int intoffset = offsetof(struct C, a);
* (int *) (((char *) (void *) &c) + intoffset) += 1;
As to why one wants to use offsetof() (or pointer to members), there are good answers elsewhere on stackoverflow. One example is here: How does the C offsetof macro work?

(char*)&obj alternatives

I see this being commonly used in file handling, (char*)&obj.
There are so many casting methods available since C++11,like static cast, cant we employ one over these ?
The & sign is there to take the address of obj.
Example:
#include <cstdio>
void printData(const char* p, int n) {
for(int i = 0; i < n; i++)
printf("byte %2d : %d\n", i, (int)p[i]);
}
struct DataStruct {
int x;
int y;
};
int main() {
DataStruct obj;
obj.x = 5;
obj.y = 257;
char* dataPtr = (char*)&obj;
printData(dataPtr, sizeof(DataStruct));
return 0;
}
where the (char*)&obj maneouver is used to get a char* that can be passed to the printData function which just wants an array of chars to print.
In that example, the line
char* dataPtr = (char*)&obj;
could instead have been written using reinterpret_cast like this:
char* dataPtr = reinterpret_cast<char*>(&obj);
which would do the same thing. An advantage of using reinterpret_cast instead of the cryptic (char*)&obj is that when you write reinterpret_cast it becomes more clearly visible that you are doing something kind of strange and possibly dangerous at that point in the code.

What does Class::* do? [duplicate]

I came across this strange code snippet which compiles fine:
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
return 0;
}
Why does C++ have this pointer to a non-static data member of a class? What is the use of this strange pointer in real code?
It's a "pointer to member" - the following code illustrates its use:
#include <iostream>
using namespace std;
class Car
{
public:
int speed;
};
int main()
{
int Car::*pSpeed = &Car::speed;
Car c1;
c1.speed = 1; // direct access
cout << "speed is " << c1.speed << endl;
c1.*pSpeed = 2; // access via pointer to member
cout << "speed is " << c1.speed << endl;
return 0;
}
As to why you would want to do that, well it gives you another level of indirection that can solve some tricky problems. But to be honest, I've never had to use them in my own code.
Edit: I can't think off-hand of a convincing use for pointers to member data. Pointer to member functions can be used in pluggable architectures, but once again producing an example in a small space defeats me. The following is my best (untested) try - an Apply function that would do some pre &post processing before applying a user-selected member function to an object:
void Apply( SomeClass * c, void (SomeClass::*func)() ) {
// do hefty pre-call processing
(c->*func)(); // call user specified function
// do hefty post-call processing
}
The parentheses around c->*func are necessary because the ->* operator has lower precedence than the function call operator.
This is the simplest example I can think of that conveys the rare cases where this feature is pertinent:
#include <iostream>
class bowl {
public:
int apples;
int oranges;
};
int count_fruit(bowl * begin, bowl * end, int bowl::*fruit)
{
int count = 0;
for (bowl * iterator = begin; iterator != end; ++ iterator)
count += iterator->*fruit;
return count;
}
int main()
{
bowl bowls[2] = {
{ 1, 2 },
{ 3, 5 }
};
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::apples) << " apples\n";
std::cout << "I have " << count_fruit(bowls, bowls + 2, & bowl::oranges) << " oranges\n";
return 0;
}
The thing to note here is the pointer passed in to count_fruit. This saves you having to write separate count_apples and count_oranges functions.
Another application are intrusive lists. The element type can tell the list what its next/prev pointers are. So the list does not use hard-coded names but can still use existing pointers:
// say this is some existing structure. And we want to use
// a list. We can tell it that the next pointer
// is apple::next.
struct apple {
int data;
apple * next;
};
// simple example of a minimal intrusive list. Could specify the
// member pointer as template argument too, if we wanted:
// template<typename E, E *E::*next_ptr>
template<typename E>
struct List {
List(E *E::*next_ptr):head(0), next_ptr(next_ptr) { }
void add(E &e) {
// access its next pointer by the member pointer
e.*next_ptr = head;
head = &e;
}
E * head;
E *E::*next_ptr;
};
int main() {
List<apple> lst(&apple::next);
apple a;
lst.add(a);
}
Here's a real-world example I am working on right now, from signal processing / control systems:
Suppose you have some structure that represents the data you are collecting:
struct Sample {
time_t time;
double value1;
double value2;
double value3;
};
Now suppose that you stuff them into a vector:
std::vector<Sample> samples;
... fill the vector ...
Now suppose that you want to calculate some function (say the mean) of one of the variables over a range of samples, and you want to factor this mean calculation into a function. The pointer-to-member makes it easy:
double Mean(std::vector<Sample>::const_iterator begin,
std::vector<Sample>::const_iterator end,
double Sample::* var)
{
float mean = 0;
int samples = 0;
for(; begin != end; begin++) {
const Sample& s = *begin;
mean += s.*var;
samples++;
}
mean /= samples;
return mean;
}
...
double mean = Mean(samples.begin(), samples.end(), &Sample::value2);
Note Edited 2016/08/05 for a more concise template-function approach
And, of course, you can template it to compute a mean for any forward-iterator and any value type that supports addition with itself and division by size_t:
template<typename Titer, typename S>
S mean(Titer begin, const Titer& end, S std::iterator_traits<Titer>::value_type::* var) {
using T = typename std::iterator_traits<Titer>::value_type;
S sum = 0;
size_t samples = 0;
for( ; begin != end ; ++begin ) {
const T& s = *begin;
sum += s.*var;
samples++;
}
return sum / samples;
}
struct Sample {
double x;
}
std::vector<Sample> samples { {1.0}, {2.0}, {3.0} };
double m = mean(samples.begin(), samples.end(), &Sample::x);
EDIT - The above code has performance implications
You should note, as I soon discovered, that the code above has some serious performance implications. The summary is that if you're calculating a summary statistic on a time series, or calculating an FFT etc, then you should store the values for each variable contiguously in memory. Otherwise, iterating over the series will cause a cache miss for every value retrieved.
Consider the performance of this code:
struct Sample {
float w, x, y, z;
};
std::vector<Sample> series = ...;
float sum = 0;
int samples = 0;
for(auto it = series.begin(); it != series.end(); it++) {
sum += *it.x;
samples++;
}
float mean = sum / samples;
On many architectures, one instance of Sample will fill a cache line. So on each iteration of the loop, one sample will be pulled from memory into the cache. 4 bytes from the cache line will be used and the rest thrown away, and the next iteration will result in another cache miss, memory access and so on.
Much better to do this:
struct Samples {
std::vector<float> w, x, y, z;
};
Samples series = ...;
float sum = 0;
float samples = 0;
for(auto it = series.x.begin(); it != series.x.end(); it++) {
sum += *it;
samples++;
}
float mean = sum / samples;
Now when the first x value is loaded from memory, the next three will also be loaded into the cache (supposing suitable alignment), meaning you don't need any values loaded for the next three iterations.
The above algorithm can be improved somewhat further through the use of SIMD instructions on eg SSE2 architectures. However, these work much better if the values are all contiguous in memory and you can use a single instruction to load four samples together (more in later SSE versions).
YMMV - design your data structures to suit your algorithm.
You can later access this member, on any instance:
int main()
{
int Car::*pSpeed = &Car::speed;
Car myCar;
Car yourCar;
int mySpeed = myCar.*pSpeed;
int yourSpeed = yourCar.*pSpeed;
assert(mySpeed > yourSpeed); // ;-)
return 0;
}
Note that you do need an instance to call it on, so it does not work like a delegate.
It is used rarely, I've needed it maybe once or twice in all my years.
Normally using an interface (i.e. a pure base class in C++) is the better design choice.
IBM has some more documentation on how to use this. Briefly, you're using the pointer as an offset into the class. You can't use these pointers apart from the class they refer to, so:
int Car::*pSpeed = &Car::speed;
Car mycar;
mycar.*pSpeed = 65;
It seems a little obscure, but one possible application is if you're trying to write code for deserializing generic data into many different object types, and your code needs to handle object types that it knows absolutely nothing about (for example, your code is in a library, and the objects into which you deserialize were created by a user of your library). The member pointers give you a generic, semi-legible way of referring to the individual data member offsets, without having to resort to typeless void * tricks the way you might for C structs.
It makes it possible to bind member variables and functions in the uniform manner. The following is example with your Car class. More common usage would be binding std::pair::first and ::second when using in STL algorithms and Boost on a map.
#include <list>
#include <algorithm>
#include <iostream>
#include <iterator>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
class Car {
public:
Car(int s): speed(s) {}
void drive() {
std::cout << "Driving at " << speed << " km/h" << std::endl;
}
int speed;
};
int main() {
using namespace std;
using namespace boost::lambda;
list<Car> l;
l.push_back(Car(10));
l.push_back(Car(140));
l.push_back(Car(130));
l.push_back(Car(60));
// Speeding cars
list<Car> s;
// Binding a value to a member variable.
// Find all cars with speed over 60 km/h.
remove_copy_if(l.begin(), l.end(),
back_inserter(s),
bind(&Car::speed, _1) <= 60);
// Binding a value to a member function.
// Call a function on each car.
for_each(s.begin(), s.end(), bind(&Car::drive, _1));
return 0;
}
You can use an array of pointer to (homogeneous) member data to enable a dual, named-member (i.e. x.data) and array-subscript (i.e. x[idx]) interface.
#include <cassert>
#include <cstddef>
struct vector3 {
float x;
float y;
float z;
float& operator[](std::size_t idx) {
static float vector3::*component[3] = {
&vector3::x, &vector3::y, &vector3::z
};
return this->*component[idx];
}
};
int main()
{
vector3 v = { 0.0f, 1.0f, 2.0f };
assert(&v[0] == &v.x);
assert(&v[1] == &v.y);
assert(&v[2] == &v.z);
for (std::size_t i = 0; i < 3; ++i) {
v[i] += 1.0f;
}
assert(v.x == 1.0f);
assert(v.y == 2.0f);
assert(v.z == 3.0f);
return 0;
}
One way I've used it is if I have two implementations of how to do something in a class and I want to choose one at run-time without having to continually go through an if statement i.e.
class Algorithm
{
public:
Algorithm() : m_impFn( &Algorithm::implementationA ) {}
void frequentlyCalled()
{
// Avoid if ( using A ) else if ( using B ) type of thing
(this->*m_impFn)();
}
private:
void implementationA() { /*...*/ }
void implementationB() { /*...*/ }
typedef void ( Algorithm::*IMP_FN ) ();
IMP_FN m_impFn;
};
Obviously this is only practically useful if you feel the code is being hammered enough that the if statement is slowing things done eg. deep in the guts of some intensive algorithm somewhere. I still think it's more elegant than the if statement even in situations where it has no practical use but that's just my opnion.
Pointers to classes are not real pointers; a class is a logical construct and has no physical existence in memory, however, when you construct a pointer to a member of a class it gives an offset into an object of the member's class where the member can be found; This gives an important conclusion: Since static members are not associated with any object so a pointer to a member CANNOT point to a static member(data or functions) whatsoever
Consider the following:
class x {
public:
int val;
x(int i) { val = i;}
int get_val() { return val; }
int d_val(int i) {return i+i; }
};
int main() {
int (x::* data) = &x::val; //pointer to data member
int (x::* func)(int) = &x::d_val; //pointer to function member
x ob1(1), ob2(2);
cout <<ob1.*data;
cout <<ob2.*data;
cout <<(ob1.*func)(ob1.*data);
cout <<(ob2.*func)(ob2.*data);
return 0;
}
Source: The Complete Reference C++ - Herbert Schildt 4th Edition
Here is an example where pointer to data members could be useful:
#include <iostream>
#include <list>
#include <string>
template <typename Container, typename T, typename DataPtr>
typename Container::value_type searchByDataMember (const Container& container, const T& t, DataPtr ptr) {
for (const typename Container::value_type& x : container) {
if (x->*ptr == t)
return x;
}
return typename Container::value_type{};
}
struct Object {
int ID, value;
std::string name;
Object (int i, int v, const std::string& n) : ID(i), value(v), name(n) {}
};
std::list<Object*> objects { new Object(5,6,"Sam"), new Object(11,7,"Mark"), new Object(9,12,"Rob"),
new Object(2,11,"Tom"), new Object(15,16,"John") };
int main() {
const Object* object = searchByDataMember (objects, 11, &Object::value);
std::cout << object->name << '\n'; // Tom
}
Suppose you have a structure. Inside of that structure are
* some sort of name
* two variables of the same type but with different meaning
struct foo {
std::string a;
std::string b;
};
Okay, now let's say you have a bunch of foos in a container:
// key: some sort of name, value: a foo instance
std::map<std::string, foo> container;
Okay, now suppose you load the data from separate sources, but the data is presented in the same fashion (eg, you need the same parsing method).
You could do something like this:
void readDataFromText(std::istream & input, std::map<std::string, foo> & container, std::string foo::*storage) {
std::string line, name, value;
// while lines are successfully retrieved
while (std::getline(input, line)) {
std::stringstream linestr(line);
if ( line.empty() ) {
continue;
}
// retrieve name and value
linestr >> name >> value;
// store value into correct storage, whichever one is correct
container[name].*storage = value;
}
}
std::map<std::string, foo> readValues() {
std::map<std::string, foo> foos;
std::ifstream a("input-a");
readDataFromText(a, foos, &foo::a);
std::ifstream b("input-b");
readDataFromText(b, foos, &foo::b);
return foos;
}
At this point, calling readValues() will return a container with a unison of "input-a" and "input-b"; all keys will be present, and foos with have either a or b or both.
Just to add some use cases for #anon's & #Oktalist's answer, here's a great reading material about pointer-to-member-function and pointer-to-member-data.
https://www.dre.vanderbilt.edu/~schmidt/PDF/C++-ptmf4.pdf
with pointer to member, we can write generic code like this
template<typename T, typename U>
struct alpha{
T U::*p_some_member;
};
struct beta{
int foo;
};
int main()
{
beta b{};
alpha<int, beta> a{&beta::foo};
b.*(a.p_some_member) = 4;
return 0;
}
I love the * and & operators:
struct X
{
int a {0};
int *ptr {NULL};
int &fa() { return a; }
int *&fptr() { return ptr; }
};
int main(void)
{
X x;
int X::*p1 = &X::a; // pointer-to-member 'int X::a'. Type of p1 = 'int X::*'
x.*p1 = 10;
int *X::*p2 = &X::ptr; // pointer-to-member-pointer 'int *X::ptr'. Type of p2 = 'int *X::*'
x.*p2 = nullptr;
X *xx;
xx->*p2 = nullptr;
int& (X::*p3)() = X::fa; // pointer-to-member-function 'X::fa'. Type of p3 = 'int &(X::*)()'
(x.*p3)() = 20;
(xx->*p3)() = 30;
int *&(X::*p4)() = X::fptr; // pointer-to-member-function 'X::fptr'. Type of p4 = 'int *&(X::*)()'
(x.*p4)() = nullptr;
(xx->*p4)() = nullptr;
}
Indeed all is true as long as the members are public, or static
I think you'd only want to do this if the member data was pretty large (e.g., an object of another pretty hefty class), and you have some external routine which only works on references to objects of that class. You don't want to copy the member object, so this lets you pass it around.
A realworld example of a pointer-to-member could be a more narrow aliasing constructor for std::shared_ptr:
template <typename T>
template <typename U>
shared_ptr<T>::shared_ptr(const shared_ptr<U>, T U::*member);
What that constructor would be good for
assume you have a struct foo:
struct foo {
int ival;
float fval;
};
If you have given a shared_ptr to a foo, you could then retrieve shared_ptr's to its members ival or fval using that constructor:
auto foo_shared = std::make_shared<foo>();
auto ival_shared = std::shared_ptr<int>(foo_shared, &foo::ival);
This would be useful if want to pass the pointer foo_shared->ival to some function which expects a shared_ptr
https://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
Pointer to members are C++'s type safe equivalent for C's offsetof(), which is defined in stddef.h: Both return the information, where a certain field is located within a class or struct. While offsetof() may be used with certain simple enough classes also in C++, it fails miserably for the general case, especially with virtual base classes. So pointer to members were added to the standard. They also provide easier syntax to reference an actual field:
struct C { int a; int b; } c;
int C::* intptr = &C::a; // or &C::b, depending on the field wanted
c.*intptr += 1;
is much easier than:
struct C { int a; int b; } c;
int intoffset = offsetof(struct C, a);
* (int *) (((char *) (void *) &c) + intoffset) += 1;
As to why one wants to use offsetof() (or pointer to members), there are good answers elsewhere on stackoverflow. One example is here: How does the C offsetof macro work?

c++ Class default property

Is there a way in c++ to set a property in a union/class/struct as a default one? I use Visual Studio.
The idea is to be able to access them without having to reference it. Something like:
typedef uint64_t tBitboard;
union Bitboard {
tBitboard b; //modifier somewhere in this line to set as default
uint8_t by[8];
};
Bitboard Board;
And then I want to access:
Board=100;
that puts 100 in Board.b
Or
Board.by[3]=32;
so to put 32 in the byte 3 of the array. I think this is not possible, but may be someone knows a way.
Thanks!
Nice solutions!
I’m trying to use this one:
union Bitboard {
tBitboard b;
std::uint8_t by[8];
Bitboard(tBitboard value = 0) { b = value; }
Bitboard& operator = (tBitboard value) { b = value; return *this; }
};
But with in this line there is an error:
if (someBitboard)
Error 166 error C2451: conditional expression is not valid
Thanks
You might add constructors and operators to the union:
#include <iostream>
#include <iomanip>
typedef std::uint64_t tBitboard;
union Bitboard {
tBitboard b;
std::uint8_t by[8];
Bitboard(tBitboard value = 0) { b = value; }
Bitboard& operator = (tBitboard value) { b = value; return *this; }
std::uint8_t& operator [] (unsigned i) { return by[i]; }
};
int main()
{
// Construct
Bitboard Board = 1;
// Assignment
Board = tBitboard(-1);
// Element Access
Board[0] = 0;
// Display
unsigned i = 8;
std::cout.fill('0');
while(i--)
std::cout << std::hex << std::setw(2) << (unsigned)Board[i];
std::cout << '\n';
return 0;
}
This is covered in 9.5 Unions:
A union can have member functions (including constructors and destructors), but not virtual (10.3) functions.
Note: Please be aware of platform dependencies regarding the memory layout (endianess) of values.
You can overload = operator:
class C
{
public:
void operator = (int i)
{
printf("= operator called with value %d\n", i);
}
};
int main(int argc, char * argv[])
{
C c;
c = 20;
getchar();
}
Be careful though when overloading operators, which have some default behavior. It may be easier for you to use your class, but harder to others to catch up on your conventions. Using bit shift operators - as Bgie suggested - would be a better idea here.
If you publish an array, you can freely access its elements:
class C
{
public:
int b[5];
};
int main(int argc, char * argv[])
{
C c;
c.b[2] = 32;
}