Giant switch statement for constructors - c++

I have a container which holds a bunch of pointers to a base class, and a function which takes some input and returns a class which is a subclass of the base class. Which subclass it returns depends on the input.
Right now, I have a giant switch statement like this:
class Base { ... }
class A : public Base { ... }
class B : public Base { ... }
...
class Z : public Base { ... }
Base* depends(int input) {
switch (input) {
case 1:
return new A(...);
case 2:
return new B(...);
...
case 26:
return new Z(...);
default:
...
}
}
I was wondering if there's any better way to design this. I don't know many "design patterns" (I think that's what they're called) so I don't know if there's a (obvious) better way to design this.

What you are looking for is an Factory Method pattern.
The important thing here is to remove the need for the Base class to have any knowledge of the derived class implementations. It is a bad design for a Base class to have knowledge about Derived classes.
Factory Method pattern addresses the above problem as the creation occurs outside of the Base class.

Its a little hard to work out what you're intending with this, but you might want to consider an Abstract Factory pattern if you want to create a bunch of different subclasses based on some input parameter.

another way is to create an array where you will put pointers to the functions that will call corresponding constructor. And in your depends() you only will call the function that you need by given input. But any way you need 26 functions in this approach

The integer parameter "input" comes from somewhere. You might be able to let the code that created that int create the actual object instead. That won't work if you are reading the int from disk or something like that.
You might consider setting up a situation where the different subclasses register themselves with the object that creates them. In that case the factory object wouldn't need to know about the subclasses at compile time. You can have this done at start-up time using global variables whose constructors do the registering for each subclass. Your switch statement is simpler and faster, but it does mean you have to keep the switch up to date as you change the subclasses. It's a trade off and I don't think your solution is necessarily inferior to a more elaborate one.

Related

How to initialize a class in c++ based on an event?

My program performs some task in a specific manner mentioned by the user.
There are exactly three ways to do the task. The problem is that the three ways, although doing the same job are needed to be implemented using different data structures for various performance boosts at specific places. So, I am performing 3 different classes for each way.
I could write a separate complete procedure for each way, but as I mentioned earlier, they are performing the same task, and so a lot of code repeats, which feels less effective.
What is the best way to write all this?
What I am thinking is of creating another class, say 'Task' base class of these 3 classes containing virtual functions and all. And then according to the user input typecast it to one of the three ways. But, I am not sure how am I going to do this (never did anything close to this).
I found an answer focusing on somewhat same issue- https://codereview.stackexchange.com/a/56380/214758 , but am still not clear with it. I wanted to ask my problem there only, but can't do because of reputation points.
How exactly my blueprint of classes should look like?
EDIT:
PseudoCode for program flow I expect:
class method{......}; //nothing defined just virtual methods
class method1: public method{......};
class method2: public method{......};
class methods: public method{......};
main{/*initialise method object with any of the child class based on user*/
/*run the general function declared in class method and defined in respective class method1/2/3 to perform the task*/}
I can propose the following:
1) Read about polymorphism in c++.
2) In general, read about c++ design patterns.
But for your case, read about Command design pattern.
So,
Instead of casting, use polymorphism:
class Animal
{
virtual void sound() = 0; // abstract
};
class Cat : public Animal
{
virtual void sound(){ printf("Meouuw") }
};
class Dog : public Animal
{
virtual void sound(){ printf("Bauuu") }
};
int main()
{
Animal *pAnimal1 = new Cat(); // pay attention, we have pointer to the base class!
Animal *pAnimal2 = new Dog(); // but we create objects of the child classes
pAnimal1->sound(); // Meouuw
pAnimal2->sound(); // Bauuu
}
You don`t need to cast, when you have the right objects. I hope this helps.
Use command pattern to create different commands, put them e.g. in a queue and execute them ...

Determine real type of base pointer in a big hierarchy without dynamic_cast

Suppose, that I have an abstract base State class and at least two derived classes AnimalState and PlantState(also abstract). Also, I have many derived classes from AnimalState and PlantState.
class State{} // abstract
class AnimalState: public State{} // abstract
class PlantState: public State{} // abstract
//maybe few more of such classes here
class AnimalStateSpecific1: public AnimalState{}
class AnimalStateSpecific2: public AnimalState{}
... //many of them
class PlantStateSpecific1: public PlantState{}
class PlantStateSpecific2: public PlantState{}
... //many of them
Now suppose, that I use them in some kind of method that operates on base State pointers. Those pointers are replaced over time with other pointers to different class from the State hierarchy. It happens by some rule, specifically within the predefined state graph.
Now to the question part. In order to determine the next state, I need to know the previous one. But since I have only base State pointers, I can not efficiently tell what type of state I have, without doing dynamic_cast to every derived class in the hierarchy that is not good. I can have some enum with all kinds of states that I have, but I do not really like that because I do not want to mix information from two hierarchy branches, as it is really different. Also, I do not like different enums for every branch in the hierarchy such as AnimalStateEnum, PlantStateEnum etc.
What is the best solution for this problem? Maybe my design is not good from the start? I want to keep it as generic as possible and work only with base class objects, if possible.
Now to the question part. In order to determine the next state, I need to know the previous one.
Simplest solution based on limited information we have - object, which knows it's own state creates next state object:
class State{
public:
...
virtual std::unique_ptr<State> transform( some data ) = 0;
};
then you implement it in each derived from State class which can change it's state and knows where it can move to. What data you need to pass is not a simple question - it depends on your task and may have various options, but you need to define something that can be used by all derived classes, as signature is defined on the base class and shared on all derived ones.
What is the best solution for this problem? Maybe my design is not good from the start?
This question is not trivial and only can be answered having pretty deep knowledge on your task. If you are unsure - implement a prototype and check if solution fits your problem well. Unfortunately the only way to learn how to create a good design is your own experience (except trivial cases of course).
You could simply have a virtual method next() inside the state class hierarchy,
and then do something similar to the following example:
State *globalState = nullptr;
void foo(State *s)
{
globalState = s->next();
}
Where each derived class will implement next() to its own meaning:
PlantStateSpecific1 *AnimalStateSpecific1::next(){ return new PlantStateSpecific1; }
AnimalStateSpecific1 *PlantStateSpecific1::next(){ return new AnimalStateSpecific1; }
This is more OOP than having an enum / integer descriptor of the derived class.
What you can have is an integer inside the base state class that every class below it will set in its constructor. Then you can either use a sereis of constants, a list of possible states with the id corresponding to the state type index, or use an enumerator.
The id is more flexible as you can create state types with relative ease and add handling to them without too much difficulty, aswell as if you want to create a new state from the id type.
Just one of the ways iv done this before, but there are probably many others.

Alternate ways to identify polymorphic objects?

I've been searching all through the web and I seem to not find any alternate way of doing comparing if two polymorphic objects are the same type, or if a polymorphic object IS a type. The reason for this is because I am going to implement a Entity System inside of my game that I am currently creating.
I have not found another way of doing this other than with the use macros or a cast (the cast not being a portable method of doing so). Currently this is how I am identifying objects, is there a more efficient or effective way of doing this? (without the use of C++ RTTI)
I pasted it on pastebin, since pasting it here is just too much of a hassle.
http://pastebin.com/2uwrb4y2
And just incase you still do not understand exactly what I'm trying to achieve, I'll try to explain it. An entity in a game is like an object inside of the game (e.g. a player or enemy), it have have components attached to it, these components are data for an entity. A system in the entity system is what brings the data and logic of the game together.
For example, if I wanted to display a model up on the screen it would be similar to this:
World world; // Where all entities are contained
// create an entity from the world, and add
// some geometry that is loaded from a file
Entity* e = world.createEntity();
e->add(new GeometryComponent());
e->get<GeometryComponent>()->loadModel("my_model.obj"); // this is what I want to be able to do
world.addSystem(new RenderingSystem());
// game loop
bool isRunning = true;
while(isRunning)
{
pollInput();
// etc...
// update the world
world.update();
}
EDIT:
Here's a framework, programmed in Java, that does mainly what I want to be able to do.
http://gamadu.com/artemis/tutorial.html
See std::is_polymorphic. I believe boost has it too.
If T is a polymorphic class (that is, a class that declares or inherits at least one virtual function), provides the member constant value equal true. For any other type, value is false.
http://en.cppreference.com/w/cpp/types/is_polymorphic
Edit:
Why can't you just do this in your example?
Entity* e = world.createEntity();
GemoetryComponent* gc = new GeometryComponent();
gc->loadModel("my_model.obj");
e->add(gc);
Create the structure before stripping the type information.
If you're determined not to use C++'s built-in RTTI, you can reimplement it yourself by deriving all classes from a base class that contains a virtual method:
class Base {
public:
virtual string getType() = 0;
};
Then every derived class needs to overload this method with a version that returns a distinct string:
class Foo : public Base {
public:
string getType() { return "Foo"; }
};
You can then simply compare the results of calling getType() on each object to determined if they are the same type. You could use an enumeration instead of a string if you know up front all the derived classes that will ever be created.
Entity* e = world.createEntity();
e->add(new GeometryComponent());
e->get<GeometryComponent>()->loadModel("my_model.obj");
// this is what I want to be able to do
First the simple: there is a base type to all of the components that can be added, or else you would not be able to do e->add(new GeometryComponent()). I assume that this particular base has at least one virtual function, in which case the trivial solution is to implement get as:
template <typename T>
T* get() {
return dynamic_cast<T*>(m_component); // or whatever your member is
}
The question says that you don't want to use RTTI, but you fail to provide a reason. The common misundertandings are that RTTI is slow, if that is the case, consider profiling to see if that is your case. In most cases the slowness of dynamic_cast<> is not important, as dynamic_casts should happen rarely on your program. If dynamic_cast<> is a bottleneck, you should refactor so that you don't use it which would be the best solution.
A faster approach, (again, if you have a performance bottleneck here you should redesign, this will make it faster, but the design will still be broken) if you only want to allow to obtain the complete type of the object would be to use a combination of typeid to tests the type for equality and static_cast to perform the downcast:
template <typename T>
T* get() {
if (typeid(*m_component)==typeid(T))
return static_cast<T*>(m_component);
else
return 0;
}
Which is a poor man's version of dynamic_cast. It will be faster but it will only let you cast to the complete type (i.e. the actual type of the object pointed, not any of it's intermediate bases).
If you are willing to sacrifice all correctness (or there is no RTTI: i.e. no virtual functions) you can do the static_cast directly, but if the object is not of that type you will cause undefined behavior.

Can someone explain the benefits of polymorphism?

So I understand pretty much how it works, but I just can't grasp what makes it useful. You still have to define all the separate functions, you still have to create an instance of each object, so why not just call the function from that object vs creating the object, creating a pointer to the parent object and passing the derived objects reference, just to call a function? I don't understand the benefits of taking this extra step.
Why do this:
class Parent
{
virtual void function(){};
};
class Derived : public Parent
{
void function()
{
cout << "derived";
}
};
int main()
{
Derived foo;
Parent* bar = &foo;
bar->function();
return -3234324;
}
vs this:
class Parent
{
virtual void function(){};
};
class Derived : public Parent
{
void function()
{
cout << "derived";
}
};
int main()
{
Derived foo;
foo.function();
return -3234324;
}
They do exactly the same thing right? Only one uses more memory and more confusion as far as I can tell.
Both your examples do the same thing but in different ways.
The first example calls function() by using Static binding while the second calls it using Dynamic Binding.
In first case the compiler precisely knows which function to call at compilation time itself, while in second case the decision as to which function should be called is made at run-time depending on the type of object which is pointed by the Base class pointer.
What is the advantage?
The advantage is more generic and loosely coupled code.
Imagine a class hierarchy as follows:
The calling code which uses these classes, will be like:
Shape *basep[] = { &line_obj, &tri_obj,
&rect_obj, &cir_obj};
for (i = 0; i < NO_PICTURES; i++)
basep[i] -> Draw ();
Where, line_obj, tri_obj etc are objects of the concrete Shape classes Line, Triangle and so on, and they are stored in a array of pointers of the type of more generalized base class Shape.
This gives the additional flexibility and loose coupling that if you need to add another concrete shape class say Rhombus, the calling code does not have to change much, because it refers to all concrete shapes with a pointer to Base class Shape. You only have to make the Base class pointer point to the new concrete class.
At the sametime the calling code can call appropriate methods of those classes because the Draw() method would be virtual in these classes and the method to call will be decided at run-time depending on what object the base class pointer points to.
The above is an good example of applying Open Closed Principle of the famous SOLID design principles.
Say you want someone to show up for work. You don't know whether they need to take a car, take a bus, walk, or what. You just want them to show up for work. With polymorphism, you just tell them to show up for work and they do. Without polymorphism, you have to figure out how they need to get to work and direct them to that process.
Now say some people start taking a Segway to work. Without polymorphism, every piece of code that tells someone to come to work has to learn this new way to get to work and how to figure out who gets to work that way and how to tell them to do it. With polymorphism, you put that code in one place, in the implementation of the Segway-rider, and all the code that tells people to go to work tells Segway-riders to take their Segways, even though it has no idea that this is what it's doing.
There are many real-world programming analogies. Say you need to tell someone that there's a problem they need to investigate. Their preferred contact mechanism might be email, or it might be an instant message. Maybe it's an SMS message. With a polymorphic notification method, you can add a new notification mechanism without having to change every bit of code that might ever need to use it.
polymorphism is great if you have a list/array of object which share a common ancestor and you wich to do some common thing with them, or you have an overridden method. The example I learnt the concept from, use shapes as and overriding the draw method. They all do different things, but they're all a 'shape' and can all be drawn. Your example doesn't really do anything useful to warrant using polymorphism
A good example of useful polymorphism is the .NET Stream class. It has many implementations such as "FileStream", "MemoryStream", "GZipStream", etcetera. An algorithm that uses "Stream" instead of "FileStream" can be reused on any of the other stream types with little or no modification.
There are countless examples of nice uses of polymorphism. Consider as an example a class that represents GUI widgets. The most base classs would have something like:
class BaseWidget
{
...
virtual void draw() = 0;
...
};
That is a pure virtual function. It means that ALL the class that inherit the Base will need to implement it. And ofcourse all widgets in a GUI need to draw themselves, right? So that's why you would need a base class with all of the functions that are common for all GUI widgets to be defined as pure virtuals because then in any child you will do like that:
class ChildWidget
{
...
void draw()
{
//draw this widget using the knowledge provided by this child class
}
};
class ChildWidget2
{
...
void draw()
{
//draw this widget using the knowledge provided by this child class
}
};
Then in your code you need not care about checking what kind of widget it is that you are drawing. The responsibility of knowing how to draw itself lies with the widget (the object) and not with you. So you can do something like that in your main loop:
for(int i = 0; i < numberOfWidgets; i++)
{
widgetsArray[i].draw();
}
And the above would draw all the widgets no matter if they are of ChildWidget1, ChildWidget2, TextBox, Button type.
Hope that it helps to understand the benefits of polymorphism a bit.
Reuse, generalisation and extensibility.
I may have an abstract class hierarchy like this: Vehicle > Car. I can then simply derive from Car to implement concrete types SaloonCar, CoupeCar etc. I implement common code in the abstract base classes. I may have also built some other code that is coupled with Car. My SaloonCar and CoupeCar are both Cars so I can pass them to this client code without alteration.
Now consider that I may have an interface; IInternalCombustionEngine and a class coupled with with this, say Garage (contrived I know, stay with me). I can implement this interface on classes defined in separate class hierarchies. E.G.
public abstract class Vehicle {..}
public abstract class Bus : Vehicle, IPassengerVehicle, IHydrogenPowerSource, IElectricMotor {..}
public abstract class Car : Vehicle {..}
public class FordCortina : Car, IInternalCombustionEngine, IPassengerVehicle {..}
public class FormulaOneCar : Car, IInternalCombustionEngine {..}
public abstract class PowerTool {..}
public class ChainSaw : PowerTool, IInternalCombustionEngine {..}
public class DomesticDrill : PowerTool, IElectricMotor {..}
So, I can now state that an object instance of FordCortina is a Vehicle, it's a Car, it's an IInternalCombustionEngine (ok contrived again, but you get the point) and it's also a passenger vehicle. This is a powerful construct.
The poly in polymorphic means more than one. In other words, polymorphism is not relevant unless there is more than one derived function.
In this example, I have two derived functions. One of them is selected based on the mode variable. Notice that the agnostic_function() doesn't know which one was selected. Nevertheless, it calls the correct version of function().
So the point of polymorphism is that most of your code doesn't need to know which derived class is being used. The specific selection of which class to instantiate can be localized to a single point in the code. This makes the code much cleaner and easier to develop and maintain.
#include <iostream>
using namespace std;
class Parent
{
public:
virtual void function() const {};
};
class Derived1 : public Parent
{
void function() const { cout << "derived1"; }
};
class Derived2 : public Parent
{
void function() const { cout << "derived2"; }
};
void agnostic_function( Parent const & bar )
{
bar.function();
}
int main()
{
int mode = 1;
agnostic_function
(
(mode==1)
? static_cast<Parent const &>(Derived1())
: static_cast<Parent const &>(Derived2())
);
}
Polymorphism is One of the principles OOP. With polymorphism you can choose several behavior in runtime. In your sample, you have a implementation of Parent, if you have more implementation, you can choose one by parameters in runtime. polymorphism help for decoupling layers of application. in your sample of third part use this structers then it see Parent interface only and don't know implementation in runtime so third party independ of implementations of Parent interface. You can see Dependency Injection pattern also for better desing.
Just one more point to add. Polymorphism is required to implement run-time plug-ins. It is possible to add functionality to a program at run-time. In C++, the derived classes can be implemented as shared object libraries. The run time system can be programmed to look at a library directory, and if a new shared object appears, it links it in and can start to call it. This can also be done in Python.
Let's say that my School class has a educate() method. This method accepts only people who can learn. They have different styles of learning. Someone grasps, someone just mugs it up, etc.
Now lets say I have boys, girls, dogs, and cats around the School class. If School wants to educate them, I would have to write different methods for the different objects, under School.
Instead, the different people Objects (boys,girls , cats..) implement the Ilearnable interface. Then, the School class does not have to worry about what it has to educate.
School will just have to write a
public void Educate (ILearnable anyone)
method.
I have written cats and dogs because they might want to visit different type of school. As long as it is certain type of school (PetSchool : School) and they can Learn, they can be educated.
So it saves multiple methods that have the same implementation but different input types
The implementation matches the real life scenes and so it's easy for design purposes
We can concentrate on part of the class and ignore everything else.
Extension of the class (e.g. After years of education you come to know, hey, all those people around the School must go through GoGreen program where everyone must plant a tree in the same way. Here if you had a base class of all those people as abstract LivingBeings, we can add a method to call PlantTree and write code in PlantTree. Nobody needs to write code in their Class body as they inherit from the LivingBeings class, and just typecasting them to PlantTree will make sure they can plant trees).

runtime type comparison

I need to find the type of object pointed by pointer.
Code is as below.
//pWindow is pointer to either base Window object or derived Window objects like //Window_Derived.
const char* windowName = typeid(*pWindow).name();
if(strcmp(windowName, typeid(Window).name()) == 0)
{
// ...
}
else if(strcmp(windowName, typeid(Window_Derived).name()) == 0)
{
// ...
}
As i can't use switch statement for comparing string, i am forced to use if else chain.
But as the number of window types i have is high, this if else chain is becoming too lengthy.
Can we check the window type using switch or an easier method ?
EDIT: Am working in a logger module. I thought, logger should not call derived class virtual function for logging purpose. It should do on its own. So i dropped virtual function approach.
First of all use a higher level construct for strings like std::string.
Second, if you need to check the type of the window your design is wrong.
Use the Liskov substitution principle to design correctly.
It basically means that any of the derived Window objects can be replaced with it's super class.
This can only happen if both share the same interface and the derived classes don't violate the contract provided by the base class.
If you need some mechanism to apply behavior dynamically use the Visitor Pattern
Here are the things to do in order of preference:
Add a new virtual method to the base class and simply call it. Then put a virtual method of the same name in each derived class that implements the corresponding else if clause inside it. This is the preferred option as your current strategy is a widely recognized symptom of poor design, and this is the suggested remedy.
Use a ::std::map< ::std::string, void (*)(Window *pWindow)>. This will allow you to look up the function to call in a map, which is much faster and easier to add to. This will also require you to split each else if clause into its own function.
Use a ::std::map< ::std::string, int>. This will let you look up an integer for the corresponding string and then you can switch on the integer.
There are other refactoring strategies to use that more closely resemble option 1 here. For example,if you can't add a method to the Window class, you can create an interface class that has the needed method. Then you can make a function that uses dynamic_cast to figure out if the object implements the interface class and call the method in that case, and then handle the few remaining cases with your else if construct.
Create a dictionary (set/hashmap) with the strings as keys and the behaviour as value.
Using behaviour as values can be done in two ways:
Encapsulate each behaviour in it's
own class that inherit from an
interface with"DoAction" method that
execute the behavior
Use function pointers
Update:
I found this article that might be what you're looking for:
http://www.dreamincode.net/forums/topic/38412-the-command-pattern-c/
You might try putting all your typeid(...).name() values in a map, then doing a find() in the map. You could map to an int that can be used in a switch statement, or to a function pointer. Better yet, you might look again at getting a virtual function inside each of the types that does what you need.
What you ask for is possible, it's also unlikely to be a good solution to your problem.
Effectively the if/else if/else chain is ugly, the first solution that comes to mind will therefore to use a construct that will lift this, an associative container comes to mind and the default one is obviously std::unordered_map.
Thinking on the type of this container, you will realize that you need to use the typename as the key and associate it to a functor object...
However there are much more elegant constructs for this. The first of all will be of course the use of a virtual method.
class Base
{
public:
void execute() const { this->executeImpl(); }
private:
virtual void executeImpl() const { /* default impl */ }
};
class Derived: public Base
{
virtual void executeImpl() const { /* another impl */ }
};
It's the OO way of dealing with this type of requirement.
Finally, if you find yourself willing to add many different operations on your hierarchy, I will suggest the use of a well-known design pattern: Visitor. There is a variation called Acyclic Visitor which helps dealing with dependencies.