Splitting task among several functions - c++

I am looking for something which enables me to do something like a function in a function.
Here is an example to make it more obvious:
class A{
private:
int n;
int c;
public:
void foo();
}
However foo is a function with is supposed to change c, but needs n for that. foo is somewhat complicated so I want to split it into different subfunctions.
Since foo needs n it is not simple doable through a friend function (without passing n (there are tons of variables in my real problem)

Just put all those sub-functions inside the same class and make them private?

class A
{
int n;
int c;
void foo_thing_1();
void foo_thing_2();
public:
void foo() { foo_thing_1(); foo_thing_2(); }
};

As it was pointed by other answers already, simple private functions should suffice - unless you also need acess to original function internal variables - which in c++11 is not possible. In upcoming c++0x you might want to look at lambda functions - though i am sure that's not what they were meant for.

Related

What is a good design to use external class on member functions?

I have the following design problem and am seeking for the most elegant and even more important most efficient solution as this problem comes from a context where performance is an issue.
Simply spoken I have a class "Function_processor" that does some calculations for real functions (e.g. calculates the roots of a real function) and I have another class "A" that has different such functions and needs to use the Function_processor to perform calculations on them.
The Function_processor should be as generic as possible (e.g. do not provide interfaces for all sorts of different objects), but merely stick to its own task (do calculations for any functions).
#include "function_processor.h"
class A {
double a;
public:
A(double a) : a(a) {}
double function1(double x) {
return a*x;
}
double function2(double x){
return a*x*x;
}
double calculate_sth() {
Function_processor function_processor(3*a+1, 7);
return function_processor.do_sth(&function1);
}
};
class Function_processor {
double p1, p2;
public:
Function_processor(double parameter1, double parameter2);
double do_sth(double (*function)(double));
double do_sth_else(double (*function)(double));
};
Clearly I can not pass the member functions A::function1/2 as in the following example (I know that, but this is roughly what I would consider readable code).
Also I can not make function1/2 static because they use the non-static member a.
I am sure I could use sth like std::bind or templates (even though I have hardly any experience with these things) but then I am mostly concerned about the performance I would get.
What is the best (nice code and fast performance) solution to my problem ?
Thanks for your help !
This is not really the best way to do this, either from a pure OO point of view or a functional or procedural POV. First of all, your class A is really nothing more than a namespace that has to be instantiated. Personally, I'd just put its functions as free floating C-style ones - maybe in a namespace somewhere so that you get some kind of classification.
Here's how you'd do it in pure OO:
class Function
{
virtual double Execute(double value);
};
class Function1 : public Function
{
virtual double Execute(double value) { ... }
};
class FunctionProcessor
{
void Process(Function & f)
{
...
}
}
This way, you could instantiate Function1 and FunctionProcessor and send the Function1 object to the Process method. You could derive anything from Function and pass it to Process.
A similar, but more generic way to do it is to use templates:
template <class T>
class FunctionProcessor
{
void Process()
{
T & function;
...
}
}
You can pass anything at all as T, but in this case, T becomes a compile-time dependency, so you have to pass it in code. No dynamic stuff allowed here!
Here's another templated mechanism, this time using simple functions instead of classes:
template <class T>
void Process(T & function)
{
...
double v1 = function(x1);
double v2 = function(x2);
...
}
You can call this thing like this:
double function1(double val)
{
return blah;
}
struct function2
{
double operator()(double val) { return blah; }
};
// somewhere else
FunctionProcessor(function1);
FunctionProcessor(function2());
You can use this approach with anything that can be called with the right signature; simple functions, static methods in classes, functors (like struct function2 above), std::mem_fun objects, new-fangled c++11 lambdas,... And if you use functors, you can pass them parameters in the constructor, just like any object.
That last is probably what I'd do; it's the fastest, if you know what you're calling at compile time, and the simplest while reading the client code. If it has to be extremely loosely coupled for some reason, I'd go with the first class-based approach. I personally think that circumstance is quite rare, especially as you describe the problem.
If you still want to use your class A, make all the functions static if they don't need member access. Otherwise, look at std::mem_fun. I still discourage this approach.
If I understood correctly, what you're searching for seems to be pointer to member functions:
double do_sth(double (A::*function)(double));
For calling, you would however also need an object of class A. You could also pass that into function_processor in the constructor.
Not sure about the performance of this, though.

interface implementation with additional default arguments?

I have a question about implementing interface in C++:
Suppose there is an interface:
class A
{
virtual void f() = 0;
};
When implementing this, I wonder if there's a way to do something like:
class B : public A {
void f(int arg=0) {....} // unfortunately it does not implement f() this way
};
I want to keep the iterface clean. When client code calls through public interface A, arg is always set to 0 automatically. However when I call it through B, I have the flexibility to call it with arg set to some different value. Is it achievable?
EDIT: Since I control the interface and implementation, I am open to any suggestions, Macros, templates, functors, or anything else that makes sense. I just want to have a minimal and clean code base. The class is big, and I don't want to write any code that not absolutely necessary - e.g. another function that simply forwards to the actual implementation.
EDIT2: Just want to clarify a bit: The public interface is provided to client. It is more restrictive than Class B interface, which is only used internally. However the function f() is essentially doing the same thing, other than minor different treatment based on input arg. The real class has quite some interface functions, and the signature is complex. Doing function forwarding quickly results in tedious code repetition, and it pollutes the internal interface for B. I wonder what is the best way to deal with this in C++.
Thanks!
Yes, just make two separate functions:
class B : public A {
void f() { return f(0); }
void f(int arg) { .... }
};
When you have an interface, the basic principle should be that a function ALWAYS takes the same arguments and ALWAYS operates in the same way, no matter what the derived class is doing. Adding extra arguments is not allowed, because that presumes that the "thing" that operates on the object "knows" what the argument is/does.
There are several ways around this problem - thre that spring to mind immediately are:
Add the argument to the interface/baseclass.
Don't use an argument, but some extra function that [when the derived object is created or some other place that "knows the difference"] stores the extra information inside the object that needs it.
Add another class that "knows" what the argument is inside the class.
An example of the second one would be:
class B: public A
{
private:
int x;
public:
B() x(0) { ... } // default is 0.
void f() { ... uses x ... }
void setX(int newX) { x = newX; };
int getX() { return x; }
};
So, when you want to use x with another value than zero, you call bobject->setX(42); or something like that.
From your descriptions I'd say you should provide two classes, both with a specific responsibility: One to implement the desired functionality, the other to provide the needed interface to the client. That way you separate concerns and dont violate the SRP:
class BImpl {
public:
doF(int arg);
};
class B : public A {
BImpl impl;
public:
virtual void f() override {
impl.doF(0);
}
};
Doing function forwarding quickly results in tedious code repetition, and it pollutes the internal interface for B. I wonder what is the best way to deal with this in C++.
It sounds like you need to write a script to automate part of the process.

When do I need anonymous class in C++?

There's a feature called anonymous class in C++. It's similar with anonymous struct in C. I think this feature is invented because of some needs, but I can't figure out what that is.
Can I have some example which really needs anonymous class?
The feature is there because struct and class are the same thing - anything you can do with one, you can do with the other. It serves exactly the same purpose as an anonymous struct in C; when you want to group some stuff together and declare one or more instances of it, but don't need to refer to that type by name.
It's less commonly used in C++, partly because C++ designs tend to be more type-oriented, and partly because you can't declare constructors or destructors for anonymous classes.
It is not really needed in a strict sense and never was. I.e. you could always assign a name, for example anonymous1, anonymous2 etc. But keeping track of more names than necessary is always a hassle.
Where it is helpfull is at any place where one wants to group data without giving a name to that group. I could come up with a several examples:
class foo {
class {
public:
void validate( int x ) { m_x = x; }
bool valid() { return m_exists; }
private:
int m_x;
bool m_exists;
} maybe_x;
};
In this case the int and the bool logically belong together, so it makes sense to group them. However for this concrete example it probably makes sense to create an actual optional type or use one of the available ones, because this pattern is most likely used at other places as well. In other cases this pattern of grouping might be so special, that it deserves to stay in that class only.
I really do assume though, that anonymous classes are rarely used (I have only used them a couple of times in my live probably). Often when one want's to group data, this is not class or scope specific but also a grouping which also makes sense at other places.
Maybe it was sometimes helpful to make nested functions like:
void foo() {
class {
void operator()(){
}
} bar;
bar();
}
But now we have lambdas and anonymous classes are left only for compatibility reasons.
The use of anonymous classes is for preserving compatibility with existing C code.
Example:
In some C code, the use of typedef in conjunction with anonymous structures is prevalent.
There is an example of anonymous structs that can be used with Qt 5's Signal/Slot system with ANY class and without the QObject derivative requirement:
void WorkspaceWidget::wwShowEvent()
{
//Show event: query a reload of the saved state and geometry
gcmessage("wwShowEvent "+ this->title());
struct{void* t; void operator()(){ static_cast<WorkspaceWidget*>(t)->wwReloadWindowState(); }}f;
f.t=this;
QObject::connect( &reloadStateTimer, &QTimer::timeout, f);
reloadStateTimer.start();
}
void WorkspaceWidget::wwReloadWindowState()
{
gcmessage( dynamic_cast<QObject*>(this)->metaObject()->className());
}
Basically, I need to connect a timer signal to a non-QObject derived class, but want to pass mt "this" properly.
QObject::connect can be connected to ordinary function in Qt 5, so this anonymous class is actually a functor that keeps the this pointer in itself, still passing the slot connection.
Also you can do things with auto in anonymous (vs2015)
struct {
auto* operator->() {return this;}
//do other functions
} mystruct;

Is there any use case for class inside function after introduction of lambda?

From the wikipedia article about Lambda functions and expressions:
users will often wish to define predicate functions near the place
where they make the algorithm function call. The language has only one
mechanism for this: the ability to define a class inside of a
function. ... classes defined in functions do not permit them to be used in templates
Does this mean that use of nested structure inside function is silently deprecated after C++0x lambda are in place ?
Additionally, what is the meaning of last line in above paragraph ? I know that nested classes cannot be template; but that line doesn't mean that.
I'm not sure I understand your confusion, but I'll just state all the facts and let you sort it out. :)
In C++03, this was legal:
#include <iostream>
int main()
{
struct func
{
void operator()(int x) const
{
std::cout << x << std::endl;
}
};
func f; // okay
f(-1); // okay
for (std::size_t i = 0; i < 10; ++i)
f(i) ; // okay
}
But if we tried doing this, it wasn't:
template <typename Func>
void exec(Func f)
{
f(1337);
}
int main()
{
// ...
exec(func); // not okay, local classes not usable as template argument
}
That left us with an issue: we want to define predicates to use for this function, but we can't put it in the function. So we had to move it to whatever outer scope there was and use it there. Not only did that clutters that scope with stuff nobody else needed to know about, but it moved the predicate away from where it's used, making it tougher to read the code.
It could still be useful, for the occasional reused chunk of code within the function (for example, in the loop above; you could have the function predicate to some complex thing with its argument), but most of the time we wanted to use them in templates.
C++0x changes the rules to allow the above code to work. They additionally added lambdas: syntax for creating function objects as expressions, like so:
int main()
{
// same function as above, more succinct
auto func = [](int x){ std::cout << x << std::endl; };
// ...
}
This is exactly like above, but simpler. So do we still have any use for "real" local classes? Sure. Lambda's fall short of full functionality, after all:
#include <iostream>
template <typename Func>
void exec(Func func)
{
func(1337);
}
int main()
{
struct func
{
// note: not possible in C++0x lambdas
void operator()(const char* str) const
{
std::cout << str << std::endl;
}
void operator()(int val) const
{
std::cout << val << std::endl;
}
};
func f; // okay
f("a string, ints next"); // okay
for (std::size_t i = 0; i < 10; ++i)
f(i) ; // okay
exec(f); // okay
}
That said, with lambda's you probably won't see local classes any more than before, but for completely different reasons: one is nearly useless, the other is nearly superseded.
Is there any use case for class inside function after introduction of lambda ?
Definitely. Having a class inside a function is about:
localising it as a private implementation detail of the code intending to use it,
preventing other code using and becoming dependent on it,
being independent of the outer namespace.
Obviously there's a threshold where having a large class inside a function harms readability and obfuscates the flow of the function itself - for most developers and situations, that threshold is very low. With a large class, even though only one function is intended to use it, it may be cleaner to put both into a separate source file. But, it's all just tuning to taste.
You can think of this as the inverse of having private functions in a class: in that situation, the outer API is the class's public interface, with the function kept private. In this situation, the function is using a class as a private implementation detail, and the latter is also kept private. C++ is a multi-paradigm language, and appropriately gives such flexibility in modelling the hierarchy of program organisation and API exposure.
Examples:
a function deals with some external data (think file, network, shared memory...) and wishes to use a class to represent the binary data layout during I/O; it may decide to make that class local if it only has a few fields and is of no use to other functions
a function wants to group a few items and allocate an array of them in support of the internal calculations it does to derive its return value; it may create a simple struct to wrap them up.
a class is given a nasty bitwise enum, or perhaps wants to reinterpret a float or double for access to the mantisa/exponent/sign, and decides internally to model the value using a struct with suitable-width bitfields for convenience (note: implementation defined behaviours)
classes defined in functions do not permit them to be used in templates
I think you commented that someone else's answer had explained this, but anyway...
void f()
{
struct X { };
std::vector<X> xs; // NOPE, X is local
}
Defining structures inside functions was never a particularly good way to deal with the lack of predicates. It works if you have a virtual base, but it's still a pretty ugly way to deal with things. It might look a bit like this:
struct virtual_base {
virtual void operator()() = 0;
};
void foo() {
struct impl : public virtual_base {
void operator()() { /* ... */ }
};
register_callback(new impl);
}
You can still continue to use these classes-inside-functions if you want of course - they're not deprecated or crippled; they were simply restricted from the very start. For example, this code is illegal in versions of C++ prior to C++0x:
void foo() {
struct x { /* ... */ };
std::vector<x> y; // illegal; x is a class defined in a function
boost::function<void()> z = x(); // illegal; x is used to instantiate a templated constructor of boost::function
}
This kind of usage was actually made legal in C++0x, so if anything the usefulness of inner classes has actually be expanded. It's still not really a nice way of doing things most of the time though.
Boost.Variant.
Lambdas don't work with variants, as variants need objects that have more than one operator() (or that have a templated operator()). C++0x allows local classes to be used in templates now, so boost::apply_variant can take them.
As Tony mentioned, a class inside a function is not only about predicates. Besides other use cases, it allows to create a factory function that creates objects confirming to an interface without exposing the implementing class. See this example:
#include <iostream>
/* I think i found this "trick" in [Alexandrescu, Modern C++ Design] */
class MyInterface {
public:
virtual void doSomethingUseful() = 0;
};
MyInterface* factory() {
class HiddenImplementation : public MyInterface {
void doSomethingUseful () {
std::cout << "Hello, World!" << std::endl;
}
};
return new HiddenImplementation();
}
int main () {
auto someInstance = factory();
someInstance->doSomethingUseful();
}

Conflict between providing (optional) functionality and encapsulation?

I need to provide a certain operation on the elements of my class Foo. This operation is specific and weird enough that I don't really want to make it a member function. On the other hand, it works on the internals of the class, which I don't want to expose.
Here is the class:
class Foo {
typedef std::map<int,double> VecElem;
std::vector<VecElem> vec_;
public:
void Insert(std::size_t index0, int index1, double d);
// ... other essential functions
};
void Foo::Insert(std::size_t index0, int index1, double d) {
vec_[index0][index1] = d;
}
The operation I need to support is to map the index1 of each element inserted so far to a new index, according to a given old-to-new index map:
void MapIndex1(const std::map<std::size_t,std::size_t>& old_to_new);
Given how Foo currently stores its elements this means a complete restructuring of the internal data, but this should not be exposed to the user. But also it shouldn't be a member function.
Is this a typical case of a friend non-member function? Are there any other possibilities? I don't really like the concept of a friend non-member function, because this weird function (which might be only temporarily necessary as a workaround for some problem) will still need to be mentioned inside the "official" class body (which is supposed to never change). But I guess I can't get around that?
What about a public nested class to do the work? Then it could have a MapIndex1 function that automatically gains access to the private members of its enclosing class. When you're done, just remove the nested class.
class Foo {
// ...
public:
void Insert(std::size_t index0, int index1, double d);
// ... other essential functions
class Remapper
{
public:
Remapper(Foo& foo) : foo_(foo) { }
void MapIndex1(const std::map<std::size_t,std::size_t>& old_to_new);
private:
Foo& foo_;
};
};
Foo myFoo;
Foo::Remapper remapper(myFoo);
remapper.MapIndex1(...);
An idea for dealing with this scenario is to add a function like:
void Ioctl(int func, void* params); to your class. This function can then be used as a gateways for all of these hackey temporary scenarios as they arise. They can then be safely removed when the requirement disappears without breaking compatibility (unless of course someone unofficially uses them).
True you do lose type safety but it does provide a nice swiss army knife approach for all such problems.
Internally you can define certain integer func values to call a function and cast the params value to whatever you need.