The title is a bit vague but I can't come up with a better wording, here's the deal:
class A
{
public:
A();
A( const PropertyB& b );
PropertyA GetPropertyA();
PropertyB GetPropertyB();
SetPropertyA( const PropertyA& b );
SetPropertyB( const PropertyB& b );
//assignment not allowed
};
Suppose I want to use an std::vector< A >, but, it only makes sense to have a vector of A if all it's elements have the same value for PropertyB. The current solutions is to supply a contrcutor-like method to create such array which guarantees all elements of the returned array have the same value for PropertyB, and a method that checks if that is the case:
Array MakeArray( size_t, const PropertyB& );
bool CheckIfArrayIsSane( const Array& );
So users can still call SetPropertyB() on the elements, but have a utility to check it and bail out if someone did:
Array x( MakeArray( 3, someValue ) );
x.SetPropertyA( aaa ); //should be allowed
x.SetPropertyB( someOtherValue ); //should NOT be allowed
//somewhat further in the program
if( !CheckIfArrayIsSane( x ) )
throw InsaneArrayExcpetion();
While this works, it's error-prone since it is hard to force this check everywhere and not forget it, and clutters the code with checks.
Approcahes that do not work:
Making SetPropertyB() private, and making MakeArray a friend function: then SetPropertyB() is not accessible anymore for users that simply want to use A without caring about the array.
Wrapping std::vector< A > in a seperate class and only returning const A& references: this would mean the other setters like SetPropertyA() can also not be called, but users should be able to call them. It's only SetPropertyB() that should be disallowed.
One more intrusive approach that would work but feels a bit unelegant, and needs extra functions to convert between the two etc:
class AWithFixedPropertyB
{
public:
A( const PropertyB& b );
PropertyA GetPropertyA();
PropertyB GetPropertyB();
SetPropertyA( const PropertyA& b );
};
class A : public AWithFixedPropertyB
{
public:
//contrcutors etc
SetPropertyB( const PropertyB& b );
};
//ok, users cannot modify property B in this Array
typedef std::vector< AWithFixedPropertyB > Array;
What would be the most elegant solution for this problem?
This doesn't make sense, from an OO design viewpoint. Remember the Liskov Susbsitution Principle: A is-a B whenever an A object can be used in the place of a B object? Per that rule, the elements of your proposed std::vector<A> fail the is-an-A test, since you can't set their B property. Yet std::vector<A> is supposed to be a container of A objects.
In C++ we have private inheritance, and this makes explicit that the derived class does not have an is-a relationship with its parent. You can use that as follows:
class A_fixed_B : private A
{
A_fixed_B(A const& src) : A(src) {}
A const& asA() const { return *this; } // Base Conversion is OK inside class.
using A::GetPropertyA;
using A::GetPropertyB;
using A::SetPropertyA;
};
You can now create a std::vector<A_fixed_B> which behaves as you'd probably expect.
The easier thing to do would be to wrap std::vector<A> and return some form of proxy object.
class WrappedVectorA : private std::vector<A> {
struct MyProxy {
MyProxy(A& ref) { ptr = &ref; }
A* ptr;
PropertyA GetPropertyA() const { return ptr->GetPropertyA(); }
PropertyB GetPropertyB() const { return ptr->GetPropertyB(); }
SetPropertyA( const PropertyA& b ) { return ptr->SetPropertyA(b); }
operator=(const A& a) { *ptr = a; }
operator const A&() const { return *ptr; }
operator A() { return *ptr; }
};
public:
MyProxy operator[](int index) {
return std::vector<A>::operator[](index);
}
const MyProxy operator[](int index) const {
return const_cast<A&>(std::vector<A>::operator[](index));
}
};
It's really kind of ugly, but it'll work. I guess you'd also need to wrap the iterators and at(). However, A itself doesn't need to know anything about this, and normal std::vector<A> are completely untouched.
I'll go with that :
class IA {
public:
virtual ~IA() {}
virtual PropertyA& GetPropertyA() = 0;
virtual void SetPropertyA(const PropertyA& a) = 0;
};
class A : public IA
{
public:
A();
A( const PropertyB& b );
PropertyA& GetPropertyA();
PropertyB GetPropertyB();
void SetPropertyA( const PropertyA& b );
void SetPropertyB( const PropertyB& b );
};
template< PropertyB value >
class fixedVector {
private:
std::vector<A> _tab;
public:
void pushback() {_tab.pushback(A(value)); }
IA& get(unsigned int i) { return _tab[i]; }
void popback() { _tab.pop_back(); }
};
If your A object are instanciate by a proxy, you could use a directly a std::vector< std::autoptr<AI> >;
Use a flyweight for the storage of PropertyB and throw an exception in SetPropertyB, if the count of elements in the flyweight is greater than 1 after the assignment.
Different PropertyBs will not be allowed no matter which container you store the As in.
#include <boost/flyweight.hpp>
class A
{
public:
A();
A( const PropertyB& b );
PropertyA GetPropertyA();
PropertyB GetPropertyB();
SetPropertyA( const PropertyA& b );
SetPropertyB( const PropertyB& b );
private:
PropertyA a;
boost::flyweights::flyweight<PropertyB> b;
};
A::SetPropertyB(const PropertyB& item)
{
b = item;
if(b.size() > 1) // you may have to implement flyweight::size() yourself
// should be able to do this based on core::factory().size();
throw InsaneArrayExcpetion();
}
Haven't actually tested if this code compiles, but it gives you the idea.
I would go with "Wrapping std::vector< A >..." approach. In that way user of the class will not be able to modify the objects in the vector where as if they want to call SetPropertyB they can create a copy of the object returned from this wrapper and use that method.
Use a policy base class to determine which fields can be set - this will generate a compile time error if you try to set the wrong property. The downside of course is that A is no longer simply A, but is typed on the policy.
Code:
#include <iostream>
#include <vector>
#include <boost/utility.hpp>
#include <boost/type_traits.hpp>
#include <boost/static_assert.hpp>
class AllPolicy
{
public:
void setA(int a) { _setA(a); }
void setB(int b) { _setB(b); }
private:
virtual void _setA(int a) = 0;
virtual void _setB(int b) = 0;
};
class APolicy
{
public:
void setA(int a) { _setA(a); }
typedef void setB;
private:
virtual void _setA(int a) = 0;
};
class BPolicy
{
public:
void setB(int b) { _setB(b); }
typedef void setA;
private:
virtual void _setB(int b) = 0;
};
template <typename Policy>
class A : public Policy
{
public:
A(int a = 0, int b = 0) : _a(a), _b(b)
{
}
A(A const& v) : _a(v._a), _b(v._b)
{
}
~A() {}
A& operator=(A const& v)
{
_a = v._a;
_b = v._b;
return *this;
}
int getA() const { return _a; }
int getB() const { return _b; }
using Policy::setA;
using Policy::setB;
private:
virtual void _setA(int a) { _a = a; }
virtual void _setB(int b) { _b = b; }
private:
int _a;
int _b;
};
int main(void)
{
std::vector<A<AllPolicy> > all_v(1, A<AllPolicy>(2, 3));
all_v[0].setA(1);
all_v[0].setB(2);
std::vector<A<APolicy> > a_v(1, A<APolicy>(2));
a_v[0].setA(1);
a_v[0].setB(2);
std::vector<A<BPolicy> > b_v(1, A<BPolicy>(1, 3));
b_v[0].setA(1);
b_v[0].setB(2);
}
Demo: http://www.ideone.com/mTJSb
So the idea is to use inheritance and the base class of A will expose what can be set. In the AllPolicy case, both methods are exposed, and in the other case one or other of the setters are exposed. A compiler error should result (as in the demo) if you try to use the opposite setter to the policy. Of course now A<APolicy> is not the same as A<BPolicy>, and if you wanted conversion, you'll have to provide conversion constructors etc.
Related
The code below is a simplified version of the actual problem I am facing.
Assume I do not have permission to modify class A (as it is external library), and its already widely used in my existing code base.
The const & assignment from a temporary object (direct constructor) which also return a const & member variable via implicit conversion is not valid in this case.
How do I prevent or make it legal in this case so that the caller gets the correct A value?
class A
{
public:
A() { }
A(int _r, int _g, int _b)
: r(_r), g(_g), b(_b)
{
}
~A(){ }
int GetR() const { return r; }
int GetG() const { return g; }
int GetB() const { return b; }
private:
int r = 0;
int g = 0;
int b = 0;
};
class Foo
{
public:
Foo() : Foo(A()) {}
Foo(int _r, int _g, int _b) : a(A(_r, _g, _b)) {}
explicit Foo(const A& _a) : a(_a) {}
Foo& operator=(const A& a)
{
*this = Foo(a);
return *this;
}
operator A() const { return a; }
operator const A&() const { return a; }
private:
A a;
};
int main()
{
const A& a = Foo(200, 100, 300);
std::cout << a.GetR() << a.GetG() << a.GetB() << endl; // I may not get 200 100 300 here as Foo is already out of scope
return 0;
}
Motivation
Some background on why I am implementing a class as above. The actual purpose of class Foo is to contain 2 different objects, which actually has the same purpose, just different way of storing data internally. For example, let's say class A and class B, which stores RGB value of color in int and floating (normalized) respectively. And as mentioned above, I do not have permission to modify class A, and its already widely used in my code base.
There are tons of function in my code base which takes in const A& and const B& as a function param. So I am trying to unify this 2 classes for a particular case, where I can just pass in Foo in those places and it will work as expected.
You can apply ref-qualified member functions (since C++11), i.e. mark the conversion operator with lvalue-reference, to prevent it being called on temporaries (rvalues).
class Foo
{
public:
... ...
operator A() const { return a; }
operator const A&() const & { return a; }
operator const A&() && = delete;
... ...
};
Then
const A& a = Foo(200, 100, 300); // invalid; invokes deleted operator
const A& a = static_cast<A>(Foo(200, 100, 300)); // fine; invokes operator A()
Let say I have this class design
class A {};
class B : public A {};
class C : public A {};
and a container of A like this
std::list<A *> elements;
Now what I want to achieve is iterate through all B objects in my container, or, in another time, iterate through all C objects.
The classic way would be
for (auto it = elements.begin(); it != elements.end(); ++it) {
B * b = dynamic_cast<B *>(*it);
if (b) {
// do stuff
}
}
One idea that comes to my mind is creating an iterator class derived from standard that filters but it would be difficult.
No limits on the c++ language level (c++20 may be ok as well but it would be great to see C++11 replies).
Plain c++ and stl please (I know boost has some foreach if construct but).
A possible c++20 implementation using range
#include <iostream>
#include <list>
#include <ranges>
struct A {
virtual ~A() = default;
};
struct B : public A {
void foo() const { std::cout << "B\n"; }
};
struct C : public A {};
int main() {
std::list<A *> demo{new A{}, new B{}, new C{}, new B{}};
auto is_B = [](const A *p) { return dynamic_cast<const B *>(p) != nullptr; };
auto get_B_const = [](const A *p) { return dynamic_cast<const B *>(p); };
for (auto p_B :
demo | std::views::filter(is_B) | std::views::transform(get_B_const)) {
p_B->foo();
}
// demo destruction with delete not shown
}
Prints:
B
B
Demo: https://godbolt.org/z/6oP8hj
Note: if performance matter you can avoid using dynamic_cast two times by
auto get_B_const = [](const A *p) {
assert(dynamic_cast<const B *>(p));
return static_cast<const B *>(p);
};
I can add 2 cents: normally this smells like a design flaw ( sure there are exceptions ), this problem of "heteroganeous container", does not have a "good" solution so far. Something I have seen in th wilds is that on top of std:vector<A*> va with all elements, you may maintain another vector only with "B*" objects, std::vector<B*> vb, when it´s time to iterate go for vb when it´s time to delete go for va
One of the possible solutions without dynamic_cast. But care should be taken to state the correct type in derived class constructors.
And I would recommend to use std::unique_ptr if the list actually stores the class objects.
class Base
{
public:
enum class Type
{
A,
B,
C
};
Base() = delete;
virtual ~Base() = default;
Type type() const { return _type; }
protected:
Base(Type type) : _type{type} {}
private:
Type _type;
};
class A : public Base
{
public:
A() : Base{Base::Type::A} {}
};
class B : public Base
{
public:
B() : Base{Base::Type::B} {}
};
class C : public Base
{
public:
C() : Base{Base::Type::C} {}
};
void function()
{
std::list<std::unique_ptr<Base>> list;
list.emplace_back(std::make_unique<A>());
list.emplace_back(std::make_unique<B>());
list.emplace_back(std::make_unique<C>());
// use non-const iterators if you intend to modify the object
std::for_each(std::cbegin(list), std::cend(list),
[](const auto &item)
{
switch (item->type())
{
case Base::Type::B:
{
assert(dynamic_cast<B*>(item.get()));
const auto &b = static_cast<B*>(item.get());
// do staff with b
break;
}
default:
return;
}
});
}
I think in C++11 the way you described is as close as it gets, but I may be wrong on this. C++17 greatly extended the algorithms library, so you could use std::for_each.
To demonstrate this, let's give the classes a little bit of functionality and create a vector (or list) of instances:
class A {
public:
virtual std::string name() const = 0;
};
class B : public A {
public:
virtual std::string name() const override {
return "Class B";
}
};
class C : public A {
public:
virtual std::string name() const override {
return "Class C";
}
};
int main()
{
std::vector<A*> vec { new B(), new B(), new C(), new C(), new B() };
}
Now using for_each, you could re-write your loop:
std::for_each(std::begin(vec), std::end(vec), [](const A* val) {
auto B* b = dynamic_cast<B*>(val);
if (b)
std::cout << b->name() << std::endl;
});
Unfortunately, there is no builtin filter for any of the algorithms. You could, however, implement something like for_each_if:
template<typename Iterator, typename Predicate, typename Operation> void
for_each_if(Iterator begin, Iterator end, Predicate pred, Operation op) {
std::for_each(begin, end, [&](const auto p) {
if (pred(p))
op(p);
});
}
And use it like this:
for_each_if(std::begin(vec), std::end(vec),
[](A* val) { return dynamic_cast<B*>(val) != nullptr; },
[](const A* val) {
std::cout << val->name() << std::endl;
}
);
Or for your specific case, you could specialize the implementation even more:
template<typename T, typename Iterator, typename Operation> void
dynamic_for_each(Iterator begin, Iterator end, Operation op) {
std::for_each(begin, end, [&](auto p) {
auto tp = dynamic_cast<T>(p);
if (tp)
op(tp);
});
}
and use it like so:
dynamic_for_each<B*>(std::begin(vec), std::end(vec), [](const B* val) {
std::cout << val->name() << std::endl;
});
All three implementations print the same output:
Class B
Class B
Class B
You do not need to cast if you got the design right:
struct A {
virtual void doSomethingWithB() = 0;
virtual ~A() = default;
};
struct B : A {
void doSomethingWithB() override {
// do somehting
}
};
struct C : A {
void doSomethingWithB() override {
// do nothing !
}
};
Then your loop is simply:
for (auto elem : elements) {
elem->doSomethingWithB();
}
In C++ I'm often facing a situation when I need to prepare const and non-const version of class in analogy to const_iterator and iterator from standard library.
class const_MyClass
{
public:
const_MyClass(const int * arr):
m_arr(arr)
{
}
int method() const; //does something with m_arr without modifying it
private:
const int * m_arr;
}
class MyClass
{
public:
MyClass(int * arr):
m_arr(arr)
{
}
int method() const; //does something with m_arr without modifying it
void modify(int i); //modify m_arr
private:
int * m_arr;
}
The problem with this is that I need to repeat whole code of const_MyClass in MyClass and distribute any changes in API to both classes. Thus sometimes I inherit const_MyClass and do some const_casts, which also isn't perfect and pretty solution. Still when I want to pass const_MyClass instance by reference it looks moronic:
void func(const const_MyClass & param)
Instance param is marked with two "consts", and it has only const methods...
This is where const constructors would be handy, but are there any existing alternatives?
Some use examples to explain problem better:
//ok to modify data
void f(int * data)
{
MyClass my(data);
my.modify();
...
}
//cant modify data, cant use MyClass
void fc(const int * data)
{
const_MyClass my(data);
int i = my.method();
...
}
You can make a template class to act as a base, like this:
template<typename T>
class basic_MyClass
{
public:
basic_MyClass(T * arr) :m_arr(arr) {}
int method() const; //does something with m_arr without modifying it
private:
T * m_arr;
};
Then, for your const version, since it doesn't add anything, you can just use a typedef:
typedef basic_MyClass<const int> const_MyClass;
For your non-const version, you can inherit:
class MyClass : public basic_MyClass<int>
{
public:
using basic_MyClass::basic_MyClass; // inherit all the constructors
void modify(int i); //modify m_arr
};
Have you considered simply tracking two pointers and raising exceptions from the mutable operations when no mutable value is available? Maybe an example will help describe what I am thinking of.
class MyClass
{
public:
MyClass(int *mutable_data):
m_mutable_view(mutable_data), m_readonly_view(mutable_data)
{
}
MyClass(const int *immutable_data):
m_mutable_view(NULL), m_readonly_view(immutable_data)
{
}
int retrieve_value(int index) {
return m_readonly_view[index];
}
void set_value(int index, int value) {
require_mutable();
m_mutable_view[index] = value;
}
protected:
void require_mutable() {
throw std::runtime_error("immutable view not available");
}
private:
const int *m_readonly_view;
int *m_mutable_view;
};
The idea is pretty simple here - use a sentinel value to indicate whether modifications are possible or not instead of depending on the type system to do that for you. Personally, I would think about doing the inheritance based approach that #BenjaminLindley suggested but I wanted to present a slightly different solution that might not have occurred to you.
After talk with Neil Kirk I realized what I was doing wrong. I started by separating data from logic as he suggested.
This attempt resulted in two classes MyClassPtr and const_MyClassPtr. They only provide functions for data access (like iterators) and may look like that:
class const_MyClassPtr
{
public:
const_MyClassPtr(const int * arr);
int operator [](int i) const;
const int * ptr() const;
private:
const int * m_arr;
}
class MyClassPtr
{
public:
MyClassPtr(int * arr);
int operator [](int i) const;
int & operator [](int i);
const int * ptr() const;
int * ptr();
//promotion to const pointer
const_MyClassPtr () const {return const_MyClassPtr(m_arr);}
private:
int * m_arr;
}
Now it is clear that objects of these classes should be treated like pointers, so when I use them as function parameters I pass them by value!
void func(const_MyClassPtr param) //instead of void func(const const_MyClass & param)
To provide methods I have created MyClassOp class template and used static polymorphism.
template <class DERIVED>
class MyClassOp
{
public:
const DERIVED & derived() const {return static_cast<const DERIVED &>(*this)}
DERIVED & derived() {return static_cast<DERIVED &>(*this)}
int method() const; //operates on derived() const
void modify(int i); //operates on derived()
}
MyClassOp is a collection of methods. It does not have state. In general it is a trait. To make these methods accessible I overloaded -> and * operators
class const_MyClassPtr : private MyClassOp<const_MyClassPtr>
{
public:
const MyClassOp<MyClassPtr> * operator ->() const {return this;}
const MyClassOp<MyClassPtr> & operator *() const {return *this;}
...
}
class MyClassPtr : private MyClassOp<MyClassPtr>
{
public:
MyClassOp<MyClassPtr> * operator ->() {return this;}
MyClassOp<MyClassPtr> & operator *() {return *this;}
...
}
This works O.K., but is a bit cumbersome. If I have for example equality operator I need to write something like *myptr1 == myptr2 to compare values kept by two MyClassPtr objects (it's easy to make a mistake and compare myptr1 == myptr2 or expect that something like *myptr1 == *myptr2 could work). Also when I have allocating type:
class MyClass : public MyClassOp<MyClass>
{
MyClass(int x, int y, int z);
...
int m_arr[3];
}
I would want to be able to use temporaries as function arguments.
void f(const_MyClassPtr my);
//use temporary when calling f()
f(MyClass(1, 2, 3));
I can do this by providing conversion operators or conversion constructors (that convert MyClass to const_MyClassPtr). But then const_MyClassPtr behaves more like reference than pointer. If iterators are generalization of pointers then why one could not imitate reference? Therefore I divided MyClassOp into two parts (const and non const) and replaced -> and * operators implemented by const_MyClassPtr and MyClassPtr with public inheritance and changed their names to ressemble reference. I ended up with following structures.
MyClassOp : public const_MyClassOp
const_MyClassRef : public const_MyClassOp<const_MyClassRef>
MyClassRef : public MyClassOp<MyClassRef>
MyClass : public MyClassOp<MyClass>
However const_MyClassRef and MyClassRef are not perfect generalization of reference as it impossible to imitate some of C++ reference properties, so Ref suffix is there to denote reference-like structure.
Maybe you can find some hints in effective c++ item 4 "Avoid duplication in const and non-const Member function"
I may summarize like following ( it makes you avoid code duplication even if using somewhat ugly cast ):
struct my_class
{
my_class(int x):_x(x){};
const int& method(void) const;
int& method(void);
int _x;
};
const int& my_class::method(void) const //func for const instance
{
return _x;
}
int& my_class::method(void) //func for normal instance
{
return const_cast<int& >(static_cast<const my_class& >(*this).method()) ;
}
int main()
{
my_class a(1);
const my_class b(2);
a.method() = 5;
cout << a.method() << endl;
//b.method() = 4; //b is const, wont compile
cout << b.method() << endl;
return 0;
}
I have two classes in library:
class A
{
public:
int x;
};
template <class T>
class B : public A
{
public:
T y;
};
And have method:
... Method(A &a, A &b);
How compare y from a and b if a, b always have same type
B <T>
, but type of T unknown?
When you have a function,
Method(A a, A b);
You have lost the B part of the objects due to object slicing.
If you want retain the B part of the objects, you have to use references or pointers.
Method(A const& a, A const& b);
or
Method(A const* a, A const* b);
In order for Method to work correctly, you have to provide a way for the objects to be treated as B. You can use that using a virtual function in A.
class A
{
public:
int x;
virtual int compare(A const& rhs) const
{
return (this->x - rhs.x);
}
};
and make sure to override the function in B.
template <class T>
class B : public A
{
public:
T y;
virtual int compare(A const& rhs) const
{
// Use the base class first.
int r = A::compare(rhs);
// If the base class result is adequate, return.
if ( r != 0 )
{
return r;
}
// Do a dynamic_cast of the rhs.
B const* rhsPtr = dynamic_cast<B const*>(&rhs);
// If the dynamic_cast didn't succeed, need
// to figure out how to handle the case.
if ( rhsPtr == nullptr )
{
// Add error handling code
}
return (this->y - rhsPtr->y);
}
};
Then, in Method,
Method(A const& a, A const& b)
{
int r = a.compare(b);
}
A possible solution is to create a virtual function that will do the comparison.
Inside the body of the implementation in the derived class the type T is known and you'll have no problems.
struct Base {
...
virtual bool same_y(const Base& other) const = 0;
};
template<typename T>
struct Derived : Base {
T y;
virtual bool same_y(const Base& other) const {
return dynamic_cast< const Derived<T>& >(other).y == y;
}
};
You could define Method as a template method.
template<typename T>
bool Method(const A& a, const A& b)
{
const B<T>& first = dynamic_cast<const B<T>&>(a);
const B<T>& second = dynamic_cast<const B<T>&> (b);
return first.y == second.y;
}
With this approach you don't have to know the type of T inside Method. But you have to specify T when you call it:
bool areEqual = Method<int>(a, b);
Maybe that is no problem in your case.
Be aware that whenever you assign a B<T> to a variable of type A you are loosing the information that is specific to B<T> (in this case the value of y is lost). That's why I changed the signature of Method in order to take references instead of values.
Consider the following code:
class B
{
int x;
public:
B() : x( 10 ) {}
int get_x() const { return x; }
void set_x( int value ) { x = value; }
};
class A
{
boost::shared_ptr<B> b_;
public:
boost::shared_ptr<B> get_b() const { return b_; } // (1)
};
void f( const A& a)
{
boost::shared_ptr<B> b = a.get_b();
int x = b->get_x();
b->set_x( ++x ); // (2)
}
int main()
{
A a;
f( a );
return 0;
}
In this code (2) compiles without any errors or warnings independently the fact that get_b is a const function and a is a const object.
My question is how do you deal with this situation? The best I could use is to change (1) to the following:
boost::shared_ptr<const B> get_b() const { return b_; } // (1)
But I should always remember that I should add const to the return type. That's not very convenient. Is there a better way?
This doesn't actually have anything to do with shared pointers per se. I mean if you had a plain pointer you'd have exactly the same problem and would solve it in exactly the same way, that is
const B* get_b() const {return b_; }
If you left it like
B* get_b() const {return b_; }
you'd have the same problem.
Well, you have found the solution yourself.
boost::shared_ptr<const B> get_b() const { return b_; } // (1)
It's the only const-correct way to do it.