Pointer Reference Pattern - Common use? - c++

In a system where current object is operated by other contained objects, when reference to current object is passed, it appears that the link goes on and on....without any end ( For the code below, Car->myCurrentComponent->myCar_Brake->myCurrentComponent->myCar_Brake->myCurrentComponent ....).
ICar and Car->myCurrentComponent->myCar_Brake refer to same address, point to same objects. It's like Car contains Brake which refers to Car.
In fact, Car is the only object, myCar_Brake and myCar_Speed just refer(point) to it.Is this kind of use of reference and pointer normal? Are there any potential problem with this approach?
Sample Code
class Brake
class C
class Car
{
public:
Car();
// Objects of type B and C.
Brake* myBrake;
Speed* mySpeed;
// Current component under action.
Component* myCurrentComponent;
}
/******************************/
// Constructor
Car::Car()
{
myBrake = new Brake(*this);
mySpeed = new Speed(*this);
myCurrentComponent = myBrake;
}
/******************************/
class Brake: public Component
{
public:
Brake(Car&);
// Needs to operate on A.
Car* myCar_Brake;
}
// Constructor
Brake::Brake(Car&)
{
myCar_Brake = Car;
}
/******************************/
class Speed
{
public:
Speed(Car&);
// Needs to operate on A.
Car* myCar_Speed;
}
// Constructor
Speed::Speed(Car&)
{
myCar_Speed = Car;
}
/****************************/

There's no fundamental problem with having circular references in your object graph, so long as you understand that and don't try to traverse your object graph without keeping track of which objects you've encountered. To specifically answer your question, having circular references between objects is relatively common; it's the way a doubly-linked list works, for example.

Although, as Paul mentions, there is no problem with having circular references, the above code example is totally missing encapsulation and is not memory leak safe.
Does it make sense to allow something like this?
Speed::Speed(Car& value)
{
myCar_Speed = value;
// WTF code below
value->myCurrentComponent->myCar_Brake = NULL;
}
Also,
Car::Car()
{
myBrake = new Brake(*this);
mySpeed = new Speed(*this);
//if Speed::Speed(Car&) throws an exception, memory allocated for myBrake will leak
myCurrentComponent = myBrake;
}
Never use raw pointers without some kind of a resource manager.

Without debating the validity of the actual object structure of the relation of Car, Break and Speed, this approach has one minor problem: it can be in invalid states.
If - something - goes wrong, it is possible in this setup, that a Car instance#1 has a Break instance#2 that belongs to a Car instance#3. A general problem with doubly-linked lists too - the architecture itself enables invalid states. Of course careful visibility modifier choosing and good implementation of functions can guarantee it will not happen. And when its done and safe, you stop modifying it, take it as a 'black box', and just use it, thus eliminating the probability of screwing it up.
But, I'd personally recommend to avoid architectures that allow invalid states for high level, constantly maintained code. A doubly-linked list is a low level balck box code that will most likely not need any code changes, like ever. Can you say that about your Car, Break and Speed?
If a Car had a Break and Speed, and Break and Speed would not know of their "owning Car", it would be impossible to make and invalid state. Of course, it might not suit the concrete situation.

Related

Going up the object hierarchy

Hi so I've got some nice tree hierarchy of objects in program i'm working on. I've came across a problem with communicating the bottom to top way. How I have it set up right now is that in every constructor I pass a reference to object creating the new object. Simple structure would look like this:
[Controller] -> [World] -> [Object]
Going up one layer (from world to controller or from object to world) is OK. But where the problem starts to occur is when I try to go up 2 layers.
Here is a simplified structure of how I have set it up:
Controller.h:
#include "World.h"
Class Controller {
public:
Controller() {
_worlds.push_back(World(*this));
)
void update() { // Called on a loop from main program loop
_worlds[0].update(); // Calls update of active world, in this case world[0]
}
vector<World> _worlds;
Camera _camera; // class with checkIfInView function
}
World.h:
#Include "Object.h"
Class Controller;
Class World {
World(Controller& ref) : _controller(ref) {
_objects.push_back(Object(*this));
_controller._camera.doStuff(); // works OK
}
void update() {
for (auto& i : _objects)
i.update();
}
vector<Object> _objects;
Controller& _controller;
}
Object.h:
Class World;
Class Object {
Object(World& ref) : _world(ref) {}
void update();
World& _world;
}
Object.cpp:
#include "Controller.h"
#include "World.h"
void Object::update() {
_world._controller._camera.checkIfInView(*this); // Read access violation
}
Controller hold one single camera object which is responsible for what is being shown. What I need is a way for Objects to call checkIfInView to know if they should render or not. Is there any other way to do this or a way to fix it?
EDIT: Updated code.
The problem
Let's look at your nice chain, starting with the Controller constructor. As it's the top object of your hierarchy, it the start of the construction. I imagine that in main() you have something like
Controller c;
This will cause the constructor to be called:
Controller() {
_worlds.push_back(World(*this)); // !!!
}
World(*this) will create a new temporary world that you'll push into the vector of worlds of your controller. The temporary object only exists for the time of the expression in which it appears.
The temporary World will then be constructed with
World(Controller& ref) : _controller(ref) { // ref to controller is kept
_objects.push_back(Object(*this)); // ouch!!!
_controller._camera.doStuff(); // works OK
}
Now an object will be created which refers to *this world. Ouch!! Remember that that world is temporary ? At the end of the construction it will be deleted, so that all objects will refer to a C++ object that no longer exists and hence the UB which happen to produce the segmentation fault in your case.
The start of a solution
The design that you have is quite delicate. Think twice if you couldn't find a safer design pattern. If you want nevertheless to pursue in this direction, avoid creating objects using temporary items: create dynamically allocated ones instead.
Controller() {
_worlds.push_back(*new World(*this)); // !!! risk of leakage
}
The next thing would be to use pointers instead of references:
Controller() {
_worlds.push_back(new World(*this)); // risk of leakage
}
Of course, you'd need to change the rest of the code accordingly, to work with pointers.
The next thing would be to opt for shared pointers: this avoids risk of leakage:
Controller() {
_worlds.push_back(make_shared<World>(*this)); // risk of leakage
}
In the adaptation of your code you'd then need to make a difference between shared_ptr in your vectors, which refers to the object, and weak_ptr to the parten objects, to indicate tha the parent is now shared owned by the child but by another object.
A better solution ?
I warn you that it will not be a piece of cake. As soon as you have pointers, you'd need to take care of the rule of 3 for each class.
Many issues arise from:
1) the nested construction -> may be worth considering the builder design pattern
2) the risk of mixing of static objects and dynamically created objects, never knowing which kind is the parent. -> may be worth using a protected/private constructor and use a factory method for making sure that all objects are always dynamic objects.

(Beginner) C++ regarding inheritance

I'm trying to workout a problem in C++ regarding inheritance and wondering how to go about doing it correctly.
I have 3 classes set up:
- Enemy (which has member data: int Damage, int Health and int Level)
- Wolf
- Bear
The way my inheritance is set up is: Wolf is-a Enemy and Bear is-a Enemy. In other words, both Wolf and Bear inherit from Enemy.
I want to set up my program so that when I create a new Enemy like so:
Enemy anEnemy;
Then in Enemy::Enemy() constructor it will randomly decide whether that enemy is a Wolf or a Bear.
How would one approach this problem? I know I'd have to generate a random number in the Enemy::Enemy() constructor and based on the result of the random number it would turn the enemy into either a bear or wolf. But I just can't wrap my head around how to "turn it" (the enemy) into a wolf or a bear.
Any help would be really appreciate. Thanks!
To decide the type randomly at run time, then for type safety you practically have to use dynamic allocation, e.g.
Enemy* p_enemy = random_enemy();
// Use p_enemy here, e.g. p_enemy->make_noises(), then:
delete p_enemy;
where random_enemy is a function like
auto random_enemy()
-> Enemy*
{
return (my_random_number() > 0.5? new Wolf : new Bear);
}
As you'll discover, however, manual delete is difficult to get right in many/most situations. Therefore it's common to automate that, by using smart pointers such as std::unique_ptr and std::shared_ptr. Then the usage code might look like:
unique_ptr<Enemy> p_enemy = random_enemy();
// Use p_enemy here, e.g. p_enemy->make_noises(), then it auto-deletes.
And the function like
auto random_enemy()
-> unique_ptr<Enemy>
{
return unique_ptr<Enemy>(
my_random_number() > 0.5? new Wolf : new Bear
);
}
You have 2 problems right now :
First, polymorphism (look it up) is based on references or pointers, not values.
Therefore, when you create your Ennemy (who might be a Bear or Wolf "at random") you cannot hold a variable of value type to it, because the type won't always be the same.
Ennemy my_ennemy = (Bear or Wolf); // This is impossible.
Essentially Bear and Wolf are not the same type, and not even of the same size, so they cannot fit inside an allocated Ennemy-sized amount of memory.
You need something along these lines :
Ennemy *my_ennemy = new Bear(); // OR
Bear someExistingBear;
Ennemy *my_ennemy = &someExistingBear; // Or even
std::unique_ptr<Ennemy> my_ennemy(new Bear());
Conversely, you have to decide whether to build a Bear or a Wolf outside of the Ennemy constructor.
You could use a free function like so :
Ennemy *make_ennemy() {
// Some random way to choose. Probably with a static seed.
if (isbear)
return new Bear();
else
return new Wolf();
}

A better design pattern than factory?

In the code I am now creating, I have an object that can belong to two discrete types, differentiated by serial number. Something like this:
class Chips {
public:
Chips(int shelf) {m_nShelf = shelf;}
Chips(string sSerial) {m_sSerial = sSerial;}
virtual string GetFlavour() = 0;
virtual int GetShelf() {return m_nShelf;}
protected:
string m_sSerial;
int m_nShelf;
}
class Lays : Chips {
string GetFlavour()
{
if (m_sSerial[0] == '0') return "Cool ranch";
else return "";
}
}
class Pringles : Chips {
string GetFlavour()
{
if (m_sSerial.find("cool") != -1) return "Cool ranch";
else return "";
}
}
Now, the obvious choice to implement this would be using a factory design pattern. Checking manually which serial belongs to which class type wouldn't be too difficult.
However, this requires having a class that knows all the other classes and refers to them by name, which is hardly truly generic, especially if I end up having to add a whole bunch of subclasses.
To complicate things further, I may have to keep around an object for a while before I know its actual serial number, which means I may have to write the base class full of dummy functions rather than keeping it abstract and somehow replace it with an instance of one of the child classes when I do get the serial. This is also less than ideal.
Is factory design pattern truly the best way to deal with this, or does anyone have a better idea?
You can create a factory which knows only the Base class, like this:
add pure virtual method to base class: virtual Chips* clone() const=0; and implement it for all derives, just like operator= but to return pointer to a new derived. (if you have destructor, it should be virtual too)
now you can define a factory class:
Class ChipsFactory{
std::map<std::string,Chips*> m_chipsTypes;
public:
~ChipsFactory(){
//delete all pointers... I'm assuming all are dynamically allocated.
for( std::map<std::string,Chips*>::iterator it = m_chipsTypes.begin();
it!=m_chipsTypes.end(); it++) {
delete it->second;
}
}
//use this method to init every type you have
void AddChipsType(const std::string& serial, Chips* c){
m_chipsTypes[serial] = c;
}
//use this to generate object
Chips* CreateObject(const std::string& serial){
std::map<std::string,Chips*>::iterator it = m_chipsTypes.find(serial);
if(it == m_chipsTypes.end()){
return NULL;
}else{
return it->clone();
}
}
};
Initialize the factory with all types, and you can get pointers for the initialized objects types from it.
From the comments, I think you're after something like this:
class ISerialNumber
{
public:
static ISerialNumber* Create( const string& number )
{
// instantiate and return a concrete class that
// derives from ISerialNumber, or NULL
}
virtual void DoSerialNumberTypeStuff() = 0;
};
class SerialNumberedObject
{
public:
bool Initialise( const string& serialNum )
{
m_pNumber = ISerialNumber::Create( serialNum );
return m_pNumber != NULL;
}
void DoThings()
{
m_pNumber->DoSerialNumberTypeStuff();
}
private:
ISerialNumber* m_pNumber;
};
(As this was a question on more advanced concepts, protecting from null/invalid pointer issues is left as an exercise for the reader.)
Why bother with inheritance here? As far as I can see the behaviour is the same for all Chips instances. That behaviour is that the flavour is defined by the serial number.
If the serial number only changes a couple of things then you can inject or lookup the behaviours (std::function) at runtime based on the serial number using a simple map (why complicate things!). This way common behaviours are shared among different chips via their serial number mappings.
If the serial number changes a LOT of things, then I think you have the design a bit backwards. In that case what you really have is the serial number defining a configuration of the Chips, and your design should reflect that. Like this:
class SerialNumber {
public:
// Maybe use a builder along with default values
SerialNumber( .... );
// All getters, no setters.
string getFlavour() const;
private:
string flavour;
// others (package colour, price, promotion, target country etc...)
}
class Chips {
public:
// Do not own the serial number... 'tis shared.
Chips(std::shared_ptr<SerialNumber> poSerial):m_poSerial{poSerial}{}
Chips(int shelf, SerialNumber oSerial):m_poSerial{oSerial}, m_nShelf{shelf}{}
string GetFlavour() {return m_poSerial->getFlavour()};
int GetShelf() {return m_nShelf;}
protected:
std::shared_ptr<SerialNumber> m_poSerial;
int m_nShelf;
}
// stores std::shared_ptr but you could also use one of the shared containers from boost.
Chips pringles{ chipMap.at("standard pringles - sour cream") };
This way once you have a set of SerialNumbers for your products then the product behaviour does not change. The only change is the "configuration" which is encapsulated in the SerialNumber. Means that the Chips class doesn't need to change.
Anyway, somewhere someone needs to know how to build the class. Of course you could you template based injection as well but your code would need to inject the correct type.
One last idea. If SerialNumber ctor took a string (XML or JSON for example) then you could have your program read the configurations at runtime, after they have been defined by a manager type person. This would decouple the business needs from your code, and that would be a robust way to future-proof.
Oh... and I would recommend NOT using Hungarian notation. If you change the type of an object or parameter you also have to change the name. Worse you could forget to change them and other will make incorrect assumptions. Unless you are using vim/notepad to program with then the IDE will give you that info in a clearer manner.
#user1158692 - The party instantiating Chips only needs to know about SerialNumber in one of my proposed designs, and that proposed design stipulates that the SerialNumber class acts to configure the Chips class. In that case the person using Chips SHOULD know about SerialNumber because of their intimate relationship. The intimiate relationship between the classes is exactly the reason why it should be injected via constructor. Of course it is very very simple to change this to use a setter instead if necessary, but this is something I would discourage, due to the represented relationship.
I really doubt that it is absolutely necessary to create the instances of chips without knowing the serial number. I would imagine that this is an application issue rather than one that is required by the design of the class. Also, the class is not very usable without SerialNumber and if you did allow construction of the class without SerialNumber you would either need to use a default version (requiring Chips to know how to construct one of these or using a global reference!) or you would end up polluting the class with a lot of checking.
As for you complaint regarding the shared_ptr... how on earth to you propose that the ownership semantics and responsibilities are clarified? Perhaps raw pointers would be your solution but that is dangerous and unclear. The shared_ptr clearly lets designers know that they do not own the pointer and are not responsible for it.

Alternatives to an Object Pool?

I'm not quite sure that I need an object pool, yet it seems the most viable solution, but has some un-wanted cons associated with it. I am making a game, where entities are stored within an object pool. These entities are not allocated directly with new, instead a std::deque handles the memory for them.
This is what my object pool more or less looks like:
struct Pool
{
Pool()
: _pool(DEFAULT_SIZE)
{}
Entity* create()
{
if(!_destroyedEntitiesIndicies.empty())
{
_nextIndex = _destroyedEntitiesIndicies.front();
_destroyedEntitiesIndicies.pop();
}
Entity* entity = &_pool[_nextIndex];
entity->id = _nextIndex;
return entity;
}
void destroy(Entity* x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
}
private:
std::deque<Entity> _pool;
std::queue<int> _destroyedEntitiesIndicies;
int _nextIndex = 0;
};
If I destroy an entity, it's ID will be added to the _destroyedEntitiesIndicies queue, which will make it so that the ID will be re-used, and lastly it's ID will be set to 0. Now the only pitfall to this is, if I destroy an entity and then immediately create a new one, the Entity that was previously destroyed will be updated to be the same entity that was just created.
i.e.
Entity* object1 = pool.create(); // create an object
pool.destroy(object1); // destroy it
Entity* object2 = pool.create(); // create another object
// now object1 will be the same as object2
std::cout << (object1 == object2) << '\n'; // this will print out 1
This doesn't seem right to me. How do I avoid this? Obviously the above will probably not happen (as I'll delay object destruction until the next frame). But this may cause some disturbance whilst saving entity states to a file, or something along those lines.
EDIT:
Let's say I did NULL entities to destroy them. What if I was able to get an Entity from the pool, or store a copy of a pointer to the actual entity? How would I NULL all the other duplicate entities when destroyed?
i.e.
Pool pool;
Entity* entity = pool.create();
Entity* theSameEntity = pool.get(entity->getId());
pool.destroy(entity);
// now entity == nullptr, but theSameEntity still points to the original entity
If you want an Entity instance only to be reachable via create, you will have to hide the get function (which did not exist in your original code anyway :) ).
I think adding this kind of security to your game is quite a bit of an overkill but if you really need a mechanism to control access to certain parts in memory, I would consider returning something like a handle or a weak pointer instead of a raw pointer. This weak pointer would contain an index on a vector/map (that you store somewhere unreachable to anything but that weak pointer), which in turn contains the actual Entity pointer, and a small hash value indicating whether the weak pointer is still valid or not.
Here's a bit of code so you see what I mean:
struct WeakEntityPtr; // Forward declaration.
struct WeakRefIndex { unsigned int m_index; unsigned int m_hash; }; // Small helper struct.
class Entity {
friend struct WeakEntityPtr;
private:
static std::vector< Entity* > s_weakTable( 100 );
static std::vector< char > s_hashTable( 100 );
static WeakRefIndex findFreeWeakRefIndex(); // find next free index and change the hash value in the hashTable at that index
struct WeakEntityPtr {
private:
WeakRefIndex m_refIndex;
public:
inline Entity* get() {
Entity* result = nullptr;
// Check if the weak pointer is still valid by comparing the hash values.
if ( m_refIndex.m_hash == Entity::s_hashTable[ m_refIndex.m_index ] )
{
result = WeakReferenced< T >::s_weakTable[ m_refIndex.m_index ];
}
return result;
}
}
This is not a complete example though (you will have to take care of proper (copy) constructors, assignment operations etc etc...) but it should give you the idea what I am talking about.
However, I want to stress that I still think a simple pool is sufficient for what you are trying to do in that context. You will have to make the rest of your code to play nicely with the entities so they don't reuse objects that they're not supposed to reuse, but I think that is easier done and can be maintained more clearly than the whole handle/weak pointer story above.
This question seems to have various parts. Let's see:
(...) If I destroy an entity and then immediately create a new one,
the Entity that was previously destroyed will be updated to be the
same entity that was just created. This doesn't seem right to me. How
do I avoid this?
You could modify this method:
void destroy(Entity* x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
}
To be:
void destroy(Entity *&x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
x = NULL;
}
This way, you will avoid the specific problem you are experiencing. However, it won't solve the whole problem, you can always have copies which are not going to be updated to NULL.
Another way is yo use auto_ptr<> (in C++'98, unique_ptr<> in C++-11), which guarantee that their inner pointer will be set to NULL when released. If you combine this with the overloading of operators new and delete in your Entity class (see below), you can have a quite powerful mechanism. There are some variations, such as shared_ptr<>, in the new version of the standard, C++-11, which can be also useful to you. Your specific example:
auto_ptr<Entity> object1( new Entity ); // calls pool.create()
object1.release(); // calls pool.destroy, if needed
auto_ptr<Entity> object2( new Entity ); // create another object
// now object1 will NOT be the same as object2
std::cout << (object1.get() == object2.get()) << '\n'; // this will print out 0
You have various possible sources of information, such as the cplusplus.com, wikipedia, and a very interesting article from Herb Shutter.
Alternatives to an Object Pool?
Object pools are created in order to avoid continuous memory manipulation, which is expensive, in those situations in which the maximum number of objects is known. There are not alternatives to an object pool that I can think of for your case, I think you are trying the correct design. However, If you have a lot of creations and destructions, maybe the best approach is not an object pool. It is impossible to say without experimenting, and measuring times.
About the implementation, there are various options.
In the first place, it is not clear whether you're experiencing performance advantages by avoiding memory allocation, since you are using _destroyedEntitiesIndicies (you are anyway potentially allocating memory each time you destroy an object). You'll have to experiment with your code if this is giving you enough performance gain in contrast to plain allocation. You can try to remove _destroyedEntitiesIndicies altogether, and try to find an empty slot only when you are running out of them (_nextIndice >= DEFAULT_SIZE ). Another thing to try is discard the memory wasted in those free slots and allocate another chunk (DEFAULT_SIZE) instead.
Again, it all depends of the real use you are experiencing. The only way to find out is experimenting and measuring.
Finally, remember that you can modify class Entity in order to transparently support the object pool or not. A benefit of this is that you can experiment whether it is a really better approach or not.
class Entity {
public:
// more things...
void * operator new(size_t size)
{
return pool.create();
}
void operator delete(void * entity)
{
}
private:
Pool pool;
};
Hope this helps.

Good practice for choosing an algorithm randomly with c++

Setting:
A pseudo-random pattern has to be generated. There are several ways / or algorithms availible to create different content. All algorithms will generate a list of chars (but could be anything else)... the important part is, that all of them return the same type of values, and need the same type of input arguments.
It has to be possible to call a method GetRandomPattern(), which will use a random one of the algorithms everytime it is called.
My first aproach was to put each algorithm in it's own function and select a random one of them each time GetRandompattern() is called. But I didn't come up with another way of choosing between them, than with a switch case statement which is unhandy, ugly and inflexible.
class PatternGenerator{
public:
list<char> GetRandomPattern();
private:
list<char>GeneratePatternA(foo bar);
list<char>GeneratePatternB(foo bar);
........
list<char>GeneratePatternX(foo bar);
}
What would be a good way to select a random GeneratePattern function every time the GetRandomPattern() method is called ?
Or should the whole class be designed differently ?
Thanks a lot
Create a single class for each algorithm, each one subclassing a generator class. Put instances of those objects into a list. Pick one randomly and use it!
More generically, if you start creating several alternative methods with the same signature, something's screaming "put us into sibling classes" at you :)
Update
Can't resist arguing a bit more for an object-oriented solution after the pointer-suggestion came
Imagine at some point you want to print which method created which random thing. With objects, it's easy, just add a "name" method or something. How do you want to achieve this if all you got is a pointer? (yea, create a dictionary from pointers to strings, hm...)
Imagine you find out that you got ten methods, five of which only differ by a parameter. So you write five functions "just to keep the code clean from OOP garbage"? Or won't you rather have a function which happens to be able to store some state with it (also known as an object?)
What I'm trying to say is that this is a textbook application for some OOP design. The above points are just trying to flesh that out a bit and argue that even if it works with pointers now, it's not the future-proof solution. And you shouldn't be afraid to produce code that talks to the reader (ie your future you, in four weeks or so) telling that person what it's doing
You can make an array of function pointers. This avoids having to create a whole bunch of different classes, although you still have to assign the function pointers to the elements of the array. Any way you do this, there are going to be a lot of repetitive-looking lines. In your example, it's in the GetRandomPattern method. In mine, it's in the PatternGenerator constructor.
#define FUNCTION_COUNT 24
typedef list<char>(*generatorFunc)(foo);
class PatternGenerator{
public:
PatternGenerator() {
functions[0] = &GeneratePatternA;
functions[1] = &GeneratePatternB;
...
functions[24] = &GeneratePatternX;
}
list<char> GetRandomPattern() {
foo bar = value;
int funcToUse = rand()%FUNCTION_COUNT;
functions[funcToUse](bar);
}
private:
generatorFunc functions[FUNCTION_COUNT];
}
One way to avoid switch-like coding is using Strategy design pattern. As example:
class IRandomPatternGenerator
{
public:
virtual list<int> makePattern(foo bar);
};
class ARandomPatternGenerator : public IRandomPatternGenerator
{
public:
virtual list<int> makePattern(foo bar)
{
...
}
};
class BRandomPatternGenerator : public IRandomPatternGenerator
{
public:
virtual list<int> makePattern(foo bar)
{
...
}
};
Then you can choose particular algorithm depending on runtime type of your RandomPatternGenerator instance. (As example creating list like nicolas78 suggested)
Thank you for all your great input.
I decided to go with function pointers, mainly because I didn't know them before and they seem to be very powerfull and it was a good chance to get to know them, but also because it saves me lot of lines of code.
If I'd be using Ruby / Java / C# I'd have decided for the suggested Strategy Design pattern ;-)
class PatternGenerator{
typedef list<char>(PatternGenerator::*createPatternFunctionPtr);
public:
PatternGenerator(){
Initialize();
}
GetRandomPattern(){
int randomMethod = (rand()%functionPointerVector.size());
createPatternFunctionPtr randomFunction = functionPointerVector.at( randomMethod );
list<char> pattern = (this->*randomFunction)();
return pattern;
}
private:
void Initialize(){
createPatternFunctionPtr methodA = &PatternGenerator::GeneratePatternA;
createPatternFunctionPtr methodB = &PatternGenerator::GeneratePatternB;
...
functionPointerVector.push_back( methodA );
functionPointerVector.push_back( methodB );
}
list<char>GeneratePatternA(){
...}
list<char>GeneratePatternB(){
...}
vector< createPattern > functionPointerVector;
The readability is not much worse as it would have been with the Design Pattern Solution, it's easy to add new algorithms, the pointer arithmetics are capsuled within a class, it prevents memory leaks and it's very fast and effective...