extract common blocks into functions in C++ - c++

There's something I recurently struggle with while working on C++ code.
Let's say I've got a method doing X, Y and then Z. Now I'd like to introduce another method that should do X, Y', Z. If that was plain old C code, I'd then make functions X() and Z() with the common code, declaring them static so that the compiler would now they can be inlined if needed, as no code out of this "module" can call them. The method that's part of the API would then look like
int M(args) {
X(foo); // that could e.g. be "check args are valid".
/* here comes M-specific code */
Z(bar); // that could e.g. be "update_state"
}
int M2(args) {
X(foo);
/* here comes M2-specific code */
Z(bar);
}
Now, if I do the same in C++, X() and Z() no longer have access to the class' protected/private members. Swapping between .h and .cc file to declare those "helper" X() and Z() as I proceed with code writing somehow tempt me to just copy/paste the common code instead, so I tend to duplicate instead the class, having something that's closer to a (java) interface in .h -- with virtually no member variables -- and then have variables, API methods and "helper" methods all within a class block in the .cc file, that inherits from the "interface".
Yet, I doubt this is good practice with C++, so I'm curious to know what other people do in that case.

If X and Z are doing stuff relevant to the class, then make them member functions of the class (and if not, then there's no problem, since their implementations can easily be put elsewhere, out of public view).
If they're not supposed to be part of the public interface of the class, make them private.
If it bothers you that their function signatures show up in the class definition, then there are several ways to restructure your code, in such a way that implementation details aren't exposed.
A common way eg., is to use the Pimpl idiom.
Another way, would be to only expose (abstract) interfaces in the public API, and hide the implementing classes from view. This is not always possible, but when it is, it can be very effective.

If I understand you right what you want to achieve is to write the two functions X() and Z() only once for more than one function M(). Like the other comments suggest make them member functions marked as inline.
Additionally to implementing X() and Z() as member functions I would use the Strategy pattern where you have a function M() like this
class ClassTest
{
private:
void X();
void Y();
Alogrithm* m_algorithm;
public:
void M();
void setAlgorithm( Alogrithm* a ) { m_algorithm = a; }
}
void ClassTest::M()
{
X();
m_algorithm->execute();
Z();
}
This eliminates the need for a second function M2(). You only need to have a setter for m_algorithm which is a small object which implements your original function Y(). This way the algorithm can even be changed a runtime.

You could move your X and Z functionalities into private member function of your class and mark them with the inline modifier, if you wanted to. This would allow access to private members while making access from outside the class difficult.

I think you are wrong from concepts:
If X() and Z() have common code, this is a design improvement. Refactor them.
If M1(args) works ok, why are you changing it? Once you refactored X() and Z() you can use them in other method. Just create M2(args)using new X() and Z() plus new features in a new Y()method.

You can make the functions into:
Make them private members of the class.
Or you can put them within an anonymous namespace in the implementatio file.
With option #2 you will not be able to access the private members of the class, while this is a big issue, it can be mitigated by passing in all (and only) the required parameters, and either returning a value or using output parameters (pointers or references).

Related

C++ Generic wrapper class which adds extra processing for some functions

I am trying to create a wrapper class for a legacy inheritance hierarchy, which is not strictly polymorphic. And in the wrapper class, I add extra functionality for a few methods, but for many other methods, I just want to call the wrapped class method.
I was wondering if there is a way in which I can write a generic wrapper function in the wrapper class which would allow me to call the wrapped function in a normal way as if there was no wrapper class.
May be I am wrong, but I didn't think overloading operator-> would work because there are some methods of the wrapped class, for which I wanted to do some processing before calling the wrapped class function (though for many others, I don't need to do that).
I also had a look at Herb Sutter's wrapper pattern, (again, I might be wrong) but that would need me to have a lambda to access the wrapped function.
I was wondering whether anyone had any ideas about whether this is achievable?
I have placed the code # cpp.sh/2ombu
Here instead of
wrapper->operator()([](Derived& x)
{
x.print();
});
or
wrapper->operator->()->print();
is there someway I can have
wrapper->print();
Thanks in advance for the answers..
Your problem is that you use pointers actually.
Currently, instead of
wrapper->operator->()->print();
you might write
(*wrapper)->print();
If you replace unneeded pointers
wrap<Derived> *wrapper = new wrap<Derived>(der);
by
wrap<Derived> wrapper(der);
Then, you might replace
wrapper->operator->()->print();
by
wrapper->print();
// or wrapper.operator->()->print(); :)
In the same way
wrapper->operator()([](Derived& x)
{
x.print();
});
would become
wrapper(([](Derived& x)
{
x.print();
});
Not exactly giving you the result you wanted, but still relatively cheap (in sense of code necessary to be written): inheritance:
class Wrapped
{
public:
void f();
void g();
};
class Wrapper : private Wrapped
{
public:
// replacing Wrapped's f with own variant:
void f() { pre(); Wrapped::f(); post(); };
// pulling Wrapped's g into public domain again:
using Wrapped::g;
};
So all you have to do is adding the corresponding using declarations. If you now ask: "Why not inherit publicly, then I don't have to?", then consider the following:
Wrapped* w = new Wrapper();
w->f(); //Wrapped's version of f will be called, as f in given example is not virtual!
Maybe you say "I won't ever use Wrapped directly.". That would work out, but the danger of still using it somewhere and then getting bugs remains immanent with public inheritance...

C++ : Access a sub-object's methods inside an object

I am starting to code bigger objects, having other objects inside them.
Sometimes, I need to be able to call methods of a sub-object from outside the class of the object containing it, from the main() function for example.
So far I was using getters and setters as I learned.
This would give something like the following code:
class Object {
public:
bool Object::SetSubMode(int mode);
int Object::GetSubMode();
private:
SubObject subObject;
};
class SubObject {
public:
bool SubObject::SetMode(int mode);
int SubObject::GetMode();
private:
int m_mode(0);
};
bool Object::SetSubMode(int mode) { return subObject.SetMode(mode); }
int Object::GetSubMode() { return subObject.GetMode(); }
bool SubObject::SetMode(int mode) { m_mode = mode; return true; }
int SubObject::GetMode() { return m_mode; }
This feels very sub-optimal, forces me to write (ugly) code for every method that needs to be accessible from outside. I would like to be able to do something as simple as Object->SubObject->Method(param);
I thought of a simple solution: putting the sub-object as public in my object.
This way I should be able to simply access its methods from outside.
The problem is that when I learned object oriented programming, I was told that putting anything in public besides methods was blasphemy and I do not want to start taking bad coding habits.
Another solution I came across during my research before posting here is to add a public pointer to the sub-object perhaps?
How can I access a sub-object's methods in a neat way?
Is it allowed / a good practice to put an object inside a class as public to access its methods? How to do without that otherwise?
Thank you very much for your help on this.
The problem with both a pointer and public member object is you've just removed the information hiding. Your code is now more brittle because it all "knows" that you've implemented object Car with 4 object Wheel members. Instead of calling a Car function that hides the details like this:
Car->SetRPM(200); // hiding
You want to directly start spinning the Wheels like this:
Car.wheel_1.SetRPM(200); // not hiding! and brittle!
Car.wheel_2.SetRPM(200);
And what if you change the internals of the class? The above might now be broken and need to be changed to:
Car.wheel[0].SetRPM(200); // not hiding!
Car.wheel[1].SetRPM(200);
Also, for your Car you can say SetRPM() and the class figures out whether it is front wheel drive, rear wheel drive, or all wheel drive. If you talk to the wheel members directly that implementation detail is no longer hidden.
Sometimes you do need direct access to a class's members, but one goal in creating the class was to encapsulate and hide implementation details from the caller.
Note that you can have Set and Get operations that update more than one bit of member data in the class, but ideally those operations make sense for the Car itself and not specific member objects.
I was told that putting anything in public besides methods was blasphemy
Blanket statements like this are dangerous; There are pros and cons to each style that you must take into consideration, but an outright ban on public members is a bad idea IMO.
The main problem with having public members is that it exposes implementation details that might be better hidden. For example, let's say you are writing some library:
struct A {
struct B {
void foo() {...}
};
B b;
};
A a;
a.b.foo();
Now a few years down you decide that you want to change the behavior of A depending on the context; maybe you want to make it run differently in a test environment, maybe you want to load from a different data source, etc.. Heck, maybe you just decide the name of the member b is not descriptive enough. But because b is public, you can't change the behavior of A without breaking client code.
struct A {
struct B {
void foo() {...}
};
struct C {
void foo() {...}
};
B b;
C c;
};
A a;
a.c.foo(); // Uh oh, everywhere that uses b needs to change!
Now if you were to let A wrap the implementation:
class A {
public:
foo() {
if (TESTING) {
b.foo();
} else {
c.foo();
}
private:
struct B {
void foo() {...}
};
struct C {
void foo() {...}
};
B b;
C c;
};
A a;
a.foo(); // I don't care how foo is implemented, it just works
(This is not a perfect example, but you get the idea.)
Of course, the disadvantage here is that it requires a lot of extra boilerplate, like you have already noticed. So basically, the question is "do you expect the implementation details to change in the future, and if so, will it cost more to add boilerplate now, or to refactor every call later?" And if you are writing a library used by external users, then "refactor every call" turns into "break all client code and force them to refactor", which will make a lot of people very upset.
Of course instead of writing forwarding functions for each function in SubObject, you could just add a getter for subObject:
const SubObject& getSubObject() { return subObject; }
// ...
object.getSubObject().setMode(0);
Which suffers from some of the same problems as above, although it is a bit easier to work around because the SubObject interface is not necessarily tied to the implementation.
All that said, I think there are certainly times where public members are the correct choice. For example, simple structs whose primary purpose is to act as the input for another function, or who just get a bundle of data from point A to point B. Sometimes all that boilerplate is really overkill.

virtual overloading vs `std::function` member?

I'm in a situation where I have a class, let's call it Generic. This class has members and attributes, and I plan to use it in a std::vector<Generic> or similar, processing several instances of this class.
Also, I want to specialize this class, the only difference between the generic and specialized objects would be a private method, which does not access any member of the class (but is called by other methods). My first idea was to simply declare it virtual and overload it in specialized classes like this:
class Generic
{
// all other members and attributes
private:
virtual float specialFunc(float x) const =0;
};
class Specialized_one : public Generic
{
private:
virtual float specialFunc(float x) const{ return x;}
};
class Specialized_two : public Generic
{
private:
virtual float specialFunc(float x) const{ return 2*x; }
}
And thus I guess I would have to use a std::vector<Generic*>, and create and destroy the objects dynamically.
A friend suggested me using a std::function<> attribute for my Generic class, and give the specialFunc as an argument to the constructor but I am not sure how to do it properly.
What would be the advantages and drawbacks of these two approaches, and are there other (better ?) ways to do the same thing ? I'm quite curious about it.
For the details, the specialization of each object I instantiate would be determined at runtime, depending on user input. And I might end up with a lot of these objects (not yet sure how many), so I would like to avoid any unnecessary overhead.
virtual functions and overloading model an is-a relationship while std::function models a has-a relationship.
Which one to use depends on your specific use case.
Using std::function is perhaps more flexible as you can easily modify the functionality without introducing new types.
Performance should not be the main decision point here unless this code is provably (i.e. you measured it) the tight loop bottleneck in your program.
First of all, let's throw performance out the window.
If you use virtual functions, as you stated, you may end up with a lot of classes with the same interface:
class generic {
virtual f(float x);
};
class spec1 : public generic {
virtual f(float x);
};
class spec2 : public generic {
virtual f(float x);
};
Using std::function<void(float)> as a member would allow you to avoid all the specializations:
class meaningful_class_name {
std::function<void(float)> f;
public:
meaningful_class_name(std::function<void(float)> const& p_f) : f(p_f) {}
};
In fact, if this is the ONLY thing you're using the class for, you might as well just remove it, and use a std::function<void(float)> at the level of the caller.
Advantages of std::function:
1) Less code (1 class for N functions, whereas the virtual method requires N classes for N functions. I'm making the assumption that this function is the only thing that's going to differ between classes).
2) Much more flexibility (You can pass in capturing lambdas that hold state if you want to).
3) If you write the class as a template, you could use it for all kinds of function signatures if needed.
Using std::function solves whatever problem you're attempting to tackle with virtual functions, and it seems to do it better. However, I'm not going to assert that std::function will always be better than a bunch of virtual functions in several classes. Sometimes, these functions have to be private and virtual because their implementation has nothing to do with any outside callers, so flexibility is NOT an advantage.
Disadvantages of std::function:
1) I was about to write that you can't access the private members of the generic class, but then I realized that you can modify the std::function in the class itself with a capturing lambda that holds this. Given the way you outlined the class however, this shouldn't be a problem since it seems to be oblivious to any sort of internal state.
What would be the advantages and drawbacks of these two approaches, and are there other (better ?) ways to do the same thing ?
The issue I can see is "how do you want your class defined?" (as in, what is the public interface?)
Consider creating an API like this:
class Generic
{
// all other members and attributes
explicit Generic(std::function<float(float)> specialFunc);
};
Now, you can create any instance of Generic, without care. If you have no idea what you will place in specialFunc, this is the best alternative ("you have no idea" means that clients of your code may decide in one month to place a function from another library there, an identical function ("receive x, return x"), accessing some database for the value, passing a stateful functor into your function, or whatever else).
Also, if the specialFunc can change for an existing instance (i.e. create instance with specialFunc, use it, change specialFunc, use it again, etc) you should use this variant.
This variant may be imposed on your code base by other constraints. (for example, if want to avoid making Generic virtual, or if you need it to be final for other reasons).
If (on the other hand) your specialFunc can only be a choice from a limited number of implementations, and client code cannot decide later they want something else - i.e. you only have identical function and doubling the value - like in your example - then you should rely on specializations, like in the code in your question.
TLDR: Decide based on the usage scenarios of your class.
Edit: regarding beter (or at least alternative) ways to do this ... You could inject the specialFunc in your class on an "per needed" basis:
That is, instead of this:
class Generic
{
public:
Generic(std::function<float(float> f) : specialFunc{f} {}
void fancy_computation2() { 2 * specialFunc(2.); }
void fancy_computation4() { 4 * specialFunc(4.); }
private:
std::function<float(float> specialFunc;
};
You could write this:
class Generic
{
public:
Generic() {}
void fancy_computation2(std::function<float(float> f) { 2 * f(2.); }
void fancy_computation4(std::function<float(float> f) { 4 * f(4.); }
private:
};
This offers you more flexibility (you can use different special functions with single instance), at the cost of more complicated client code. This may also be a level of flexibility that you do not want (too much).

Free function versus member function

What is the advantage of having a free function (in anonymous namespace and accessible only in a single source file) and sending all variables as parameters as opposed to having a private class member function free of any parameters and accessing member variables directly?
header:
Class A {
int myVariable;
void DoSomething() {
myVariable = 1;
}
};
source:
namespace {
void DoSomething2(int &a) {
a = 1;
}
}
int A::SomeFunction() {
DoSomething2(myVariable); // calling free function
DoSomething(); // calling member function
}
If you prefer making them members, then what if I have a case where I first call a function that is not accessing any member variables, but that function calls another function which is accessing a member. Should they both be member functions or free?
see this question: Effective C++ Item 23 Prefer non-member non-friend functions to member functions
and also C++ Member Functions vs Free Functions
You should prefer free functions, in the extent that it promotes loose coupling.
Consider making it a member function only if it works on the guts of your class, and that you consider it really really tied to your class.
It is a point of the book 101 C++ coding standards, which states to prefer free function and static function over member functions.
Altough this may be considered opinion based, it allows to keep class little, and to seperate concerns.
This answer states: "the reason for this rule is that by using member functions you may rely too much on the internals of a class by accident."
One advantage of a non-member function in a source file is similar to the benefits of the Pimpl idiom: clients using your headers do not have to recompile if you change your implementation.
// widget.h
class Widget
{
public:
void meh();
private:
int bla_;
};
// widget.cpp
namespace {
void helper(Widget* w) // clients will never know about this
{ /* yadayada */ }
}
void widget::meh()
{ helper(this); }
Of course, when written like this, helper() can only use the public interface of Widget, so you gain little. You can put a friend declaration for helper() inside Widget but at some point you better switch to a full-blown Pimpl solution.
The primary advantage of free functions vs member functions is that it helps decouple the interface from the implementation. For example, std::sort doesn't need to know anything about the underlying container on which it operates, just that it's given access to a container (through iterators) that provide certain characteristics.
In your example the DoSomething2 method doesn't do much to decrease coupling since it still has to access the private member by having it passed by reference. It's almost certainly more obvious to just do the state mutation in the plain DoSomething method instead.
When you can implement a task or algorithm in terms of a class's public interface then that makes it a good candidate to make a free function. Scott Meyers summarizes a reasonable set of rules here: http://cpptips.com/nmemfunc_encap

Copying Methods from Member

I have a simple, low-level container class that is used by a more high-level file class. Basically, the file class uses the container to store modifications locally before saving a final version to an actual file. Some of the methods, therefore, carry directly over from the container class to the file class. (For example, Resize().)
I've just been defining the methods in the file class to call their container class variants. For example:
void FileClass::Foo()
{
ContainerMember.Foo();
}
This is, however, growing to be a nuisance. Is there a better way to do this?
Here's a simplified example:
class MyContainer
{
// ...
public:
void Foo()
{
// This function directly handles the object's
// member variables.
}
}
class MyClass
{
MyContainer Member;
public:
void Foo()
{
Member.Foo();
// This seems to be pointless re-implementation, and it's
// inconvenient to keep MyContainer's methods and MyClass's
// wrappers for those methods synchronized.
}
}
Well, why not just inherit privatly from MyContainer and expose those functions that you want to just forward with a using declaration? That is called "Implementing MyClass in terms of MyContainer.
class MyContainer
{
public:
void Foo()
{
// This function directly handles the object's
// member variables.
}
void Bar(){
// ...
}
}
class MyClass : private MyContainer
{
public:
using MyContainer::Foo;
// would hide MyContainer::Bar
void Bar(){
// ...
MyContainer::Bar();
// ...
}
}
Now the "outside" will be able to directly call Foo, while Bar is only accessible inside of MyClass. If you now make a function with the same name, it hides the base function and you can wrap base functions like that. Of course, you now need to fully qualify the call to the base function, or you'll go into an endless recursion.
Additionally, if you want to allow (non-polymorphical) subclassing of MyClass, than this is one of the rare places, were protected inheritence is actually useful:
class MyClass : protected MyContainer{
// all stays the same, subclasses are also allowed to call the MyContainer functions
};
Non-polymorphical if your MyClass has no virtual destructor.
Yes, maintaining a proxy class like this is very annoying. Your IDE might have some tools to make it a little easier. Or you might be able to download an IDE add-on.
But it isn't usually very difficult unless you need to support dozens of functions and overrides and templates.
I usually write them like:
void Foo() { return Member.Foo(); }
int Bar(int x) { return Member.Bar(x); }
It's nice and symmetrical. C++ lets you return void values in void functions because that makes templates work better. But you can use the same thing to make other code prettier.
That's delegation inheritance and I don't know that C++ offers any mechanism to help with that.
Consider what makes sense in your case - composition (has a) or inheritance (is a) relationship between MyClass and MyContainer.
If you don't want to have code like this anymore, you are pretty much restricted to implementation inheritance (MyContainer as a base/abstract base class). However you have to make sure this actually makes sense in your application, and you are not inheriting purely for the implementation (inheritance for implementation is bad).
If in doubt, what you have is probably fine.
EDIT: I'm more used to thinking in Java/C# and overlooked the fact that C++ has the greater inheritance flexibility Xeo utilizes in his answer. That just feels like nice solution in this case.
This feature that you need to write large amounts of code is actually necessary feature. C++ is verbose language, and if you try to avoid writing code with c++, your design will never be very good.
But the real problem with this question is that the class has no behaviour. It's just a wrapper which does nothing. Every class needs to do something other than just pass data around.
The key thing is that every class has correct interface. This requirement makes it necessary to write forwarding functions. The main purpose of each member function is to distribute the work required to all data members. If you only have one data member, and you've not decided yet what the class is supposed to do, then all you have is forwarding functions. Once you add more member objects and decide what the class is supposed to do, then your forwarding functions will change to something more reasonable.
One thing which will help with this is to keep your classes small. If the interface is small, each proxy class will only have small interface and the interface will not change very often.