C++ : restrict access to the superclass' methods selectively? - c++

This is an interview question. I am not a C++ expert yet so i need some help in finding the answer to this question ( i first want to understand the question...is it a valid question?)
Question:
Suppose I have a class B that derives
from class A and I wanted to reuse
some, but not all of the methods of A.
How would I restrict access to the
superclass' methods selectively?
thanks!

I assume that
you cannot change the definition of A
you want to select which methods from A should be accessible from a B object.
The using directive solves your problem. Example:
class A
{
public: // or protected for that matter
void foo();
void bar();
};
class B : private A // or protected, depending on whether
// you want subclasses of B to expose
// some methods from A themselves
{
public:
using A::foo;
};
makes foo usable from class B, but not bar. But as a caveat, note that using A::foo will expose all overloads of foo.

The answer they probably want to hear is that you can put the methods to be reused in the protected section of the base class, the methods which should not be visible to the derived classes should go into the private section.
However, taking a step back, you might be able to score extra points by pointing out that there might be better measures for reusing code, depending on what the functions do (such as using free functions which are not visible in a header file).

Related

How can I use a private member variable in a non-member function, when the variable happens to be a pointer?

Essentially my problem is that a function in a library I'm using, (function Foo in this code), requires a pointer to an object (Object* mbar) as a parameter. However, mbar is a private member variable to bar.
Normally, I'd just use a getter and pass by value, but if I pass the pointer, that would give direct access to the resource, which would break encapsulation. Any code could just call the getter and get free reign to modify it.
The next thing I thought was that I could use const pointers because they disallow modifying the resourse they point to, but as far as I could tell, I'd need to modify Foo to accept it, which is impossible as it's a library function.
The final thing I can think of is simply using a friend of Bar to call FoobarFunction, but I've always been told that friend functions are a last resort.
Is there a way to do this without breaking encapsulation in some way?
//Main.cpp
#include "Foobar.h"
int main()
{
Foobar fb;
Bar b;
fb.FoobarFunction(b);
return 0;
}
//Bar.h
#include "Object.h"
class Bar
{
private:
Object* mbar;
};
//Foobar.h
#include "Foo.h"
#include "Bar.h"
class Foobar
{
public:
void FoobarFunction(Bar bar)
{
Foo(bar.mbar);
}
};
The Easy Way Out
You can make the pointer const and then cast it when you pass it to the library function
Foo(const_cast<Object *>(bar.mbar));
This will work if Foo does not try to modify mbar. The cast removes the constness "in name only." Attempting to modify a secretly-const value can lead to Terrible Things.
But Really...
Even if there was a way to make Bar return a "read-only" pointer, the code sample in your question would still violate encapsulation. This particular flavor of non-encapsulation is called feature envy: the data lives in one object, but another object is doing most of the data manipulation. A more object-oriented approach would be to move the manipulation and the data into the same object.
Obviously, the sample code you've given us is much less complicated than your actual project, so I can't know the most sensible way to restructure your code. Here are a couple of suggestions:
Move the FoobarFunction into Bar:
class Bar
{
private:
Object* mbar;
public:
void FoobarFunction()
{
Foo(mbar);
}
};
Use dependency injection. Initialize mbar before creating Bar, then pass mbar into Bar's constructor.
int main()
{
Object *mbar;
Foobar fb;
Bar b(mbar);
fb.FoobarFunction(mbar);
return 0;
}
In this example, Bar is no longer the "owner" of mbar. The main method creates mbar directly and then passes it to whoever needs it.
At first glance, this example appears to break the guideline I mentioned earlier (the data and behavior are stored in different objects). However, there is a big difference between the above and creating a getter on Bar. If Bar has a getMBar() method, then anybody in the world can come along and grab mbar and use it for whatever evil purposes they wish. But in the above example, the owner of mbar (main) has complete control over when to give its data to another object/function.
Most object-oriented languages besides C++ don't have a "friend" construct. Based on my own experience, dependency injection is a better way of solving many of the problems that friends were designed to solve.
If the member is private, it's probably private for a reason...
If Bar has to be the only owner of Obj, then it should not expose it, as any other change to Obj might cause Bar to act incorrectly.
Although, if Bar does not have to be the only owner of Obj, you can either put a getter use dependency injection and pass it into Bar from outside, this way you can later pass it to foo as well.
A solution i think you should avoid is putting a call to foo inside Bar. This might violate the Single Responsibility Principle
I bealive that in this case tough, you can use a friend method.
I will refer you to a FAQ claiming that friend is not allways bad for encapsulation.
No! If they're used properly, they enhance encapsulation.
You often need to split a class in half when the two halves will have different numbers of instances or different lifetimes. In these cases, the two halves usually need direct access to each other (the two halves used to be in the same class, so you haven't increased the amount of code that needs direct access to a data structure; you've simply reshuffled the code into two classes instead of one). The safest way to implement this is to make the two halves friends of each other.
If you use friends like just described, you'll keep private things private. People who don't understand this often make naive efforts to avoid using friendship in situations like the above, and often they actually destroy encapsulation. They either use public data (grotesque!), or they make the data accessible between the halves via public get() and set() member functions. Having a public get() and set() member function for a private datum is OK only when the private datum "makes sense" from outside the class (from a user's perspective). In many cases, these get()/set() member functions are almost as bad as public data: they hide (only) the name of the private datum, but they don't hide the existence of the private datum.
Similarly, if you use friend functions as a syntactic variant of a class's public access functions, they don't violate encapsulation any more than a member function violates encapsulation. In other words, a class's friends don't violate the encapsulation barrier: along with the class's member functions, they are the encapsulation barrier.
(Many people think of a friend function as something outside the class. Instead, try thinking of a friend function as part of the class's public interface. A friend function in the class declaration doesn't violate encapsulation any more than a public member function violates encapsulation: both have exactly the same authority with respect to accessing the class's non-public parts.)

Why define Parent class as friend class?

I am looking at other's code and find one part I can't understand.
class a {
public:
function xxx () {.....}
}
class b : public a {
public:
xxxx
protected:
constructor()....
friend class a ; <= here why it is needed ????
}
As I understand, since b had already inherited from a, it should be able to use the function of a directly. What's the purpose of this "friend" declaration used for?
The friend allows a to use b's methods, not the other way around, which isn't implicit.
The design looks fishy though, a base class shouldn't care about derived classes.
friend class a; grants class a the right to access non-public members of b. So in this small example, an instance of a can call b::constructor(). Without friendship, it wouldn't be possible.
As to why, there is not enough information to answer that, other than there must be a need for instances of a to call b::constructor() (assuming that to be anything other than the syntax error it currently is).
As I understand, since b had already inherited from a, it should be able to use the function of a directly.
Yes. The friend specification though allows access the other way around (instances of a will be able to access private data and functions of b).
What's the purpose of this "friend" declaration used for?
The example above doesn't suggest any. The only situation where it may make sense is with using CRTP in certain situations (i.e. a is a template of b) but even so, if you see such a requirement ("must add friend declaration in b") it is possible that the design you're looking at is flawed.
Can you post a concrete example?
Depending on your projects/requirements, your class designs change. I have no comment on your class hierarchy but true your question is all about theories of friend usage. If you don't use friend, you will not be able to call B members from A. It is there for...cross-mating :D
It almost certainly means that there is a serious design problem. One of the basic rules of thumb for inheritance is that base classes should not need any information about derived classes. Making a a friend of b makes it possible for member functions of a to get at the internals of b objects.

What's the best way to access the internal data structure within a class?

I have a class A consisting of a bunch of internal data structures (e.g. m_data) and a few objects (e.g. ClassB):
class A
{
public:
...
private:
int m_data[255];
ClassB B[5];
}
What's the best way for B to access m_data? I don't want to pass m_data into B's function..
// updated:
Many thanks for the responses. Let me provide more contextual info.
I am working on an AI project, where I got some data (e.g. m_data[i]) at each time step. The class A needs to buffer these information (m_data) and uses a list of B's (example updated) to make inference. Class B itself is actually a base class, where different children derive from it for different purpose so I guess in this context, making B a subclass of A might not be clean (?)..
friend class ClassB;
Put this line anywhere in A's declaration if you want ClassB to access all of A's protected and private members.
One of:
Make ClassB a friend of A
Make A a sub-class of ClassB and make m_data protected rather than private
[In response to Mark B's comment]
If ever you feel the need to resort to a friend relationship, the design should be reconsidered - it may not be appropriate. Sub-classing may or may not make sense; you have to ask yourself "Is class A and kind of class ClassB?" If the question makes no sense intuitively, or the answer is just no, then it may be an inappropriate solution.
Ideally, you don't allow external access the data structure at all. You should rethink your approach, considering more the question "What are the functional requirements / use cases needed for ClassB to access instances of A" rather than offloading the management of the internal members to methods not managed within class A. You will find that restricting management of internal members to the class owning those members will yield cleaner code which is more easily debugged.
However, if for some reason this is not practical for your situation there are a couple possibilities that come to mind:
You can provide simple get/set accessor methods which, depending upon
your requirements, can be used to access either a copy of or a
reference to m_data. This has the disadvantage of allowing everybody
access, but does so only through well defined interfaces (which can
be monitored as needed).
ggPeti mentions use of friend, which may work for you, but it gives ClassB access to all of the internals of A.
A getData() function that returns m_data.
Use setData() to change the value.
So in the function in class B you would create a pointer to the class type A variable that you created. Lets just call this pointer 'p'.
Just do p->getData(), p.getData() may be the answer. I think they do the same thing but c++ uses the '->' and some other languages use the '.'. Don't quote me on that one though.
Good luck, sir. Hope I helped ya.
What's the best way for B to access m_data?
Depends on the use.
This is how would I do it :
class ClassB
{
// ...
void foo( A &a )
{
// use a's data
}
};
class A
{
//...
int m_data[255];
ClassB & B;
};
Depending on the implementation, maybe ClassB is not needed at all. Maybe it's methods can be converted to functions.

Can there be two public section in a class? If yes then why ? And in which circumstances we do so?

There is something bugging me about classes. For example
class A
{
public:
A()
{
.....
.....
}
void cleanup()
{
....
....
....
}
public:
UINT a;
ULONG b;
};
In the above example there are two public section. In the first section I am defining a constructor and a method and in the second section I am declaring data members. Is the above class i.e. A correct. Can we do that? If yes then why is that needed and in what circumstances should we use it? Since we can do the entire thing in one section then why are there two sections?
Access qualifiers simply apply to the code that follows until the next qualifier. There is no restriction on the number or order of such qualifiers.
It is generally not necessary to repeat the same access qualifier in a class, and doing so is likely to confuse the reader. They also may have an effect on the layout of a class, since data members following the same qualifier must be laid out in the order they are declared, but there is no such restriction between qualifiers.
As Marcelo says, you can use the public, private and protected qualifiers as many times as you wish. "When" is entirely personal. Some people like this:
class AClass
{
public:
// all the public stuff
protected:
// all the protected stuff
private:
// all the private stuff
};
but personally (and this really is just a personal preference) I like to do this:
class AClass
{
// constructors and destructors
public:
// public cons/dest
protected:
// protected cons/dest
private:
// private cons/dest
// accessors
public:
protected:
private:
// methods
public:
protected:
private:
// members
public:
protected:
private:
};
Feel free to come up with your own style, whatever you're comfortable with. There is no right or wrong way of doing it. Just try to be consistent.
Yes its correct however personally I prefer to just have one public section at the top of the class, that's where programmers looks first when examining a new class. It is then easier to see which parts are supposed to be accessible and which are not -- instead of browsing the whole class header.
I usually try to arrange the declaration of the class so that it's easy for others to use the said class.
The usual is thus: public/protected/private, in this order, because it simplifies life for the readers.
People who use the class can stop reading once reaching the protected tag, anything after is none of their concern.
People who derive from the class can stop reading once reaching the private tag, anything after is implementation detail.
This, coupled with not writing the code of the methods at their point of declarations, makes for an easy to read interface.
There are however a couple of tricks:
when using metatemplate programming, you may need to declare types first, methods afterward, so you end up with 2 series of public/protected/private
when using the Key idiom (instead of friend), you have a public section that is in fact dedicated to only a small portion of the users and is best isolated either at the bottom of the normal public section or after the protected section.
Finally, as to comment about the layout issue among the attributes. Encapsulation means that attributes should be private. So, either you have a struct and everything is public or you have a class and everything is private, mixing the two means breaking encapsulation, and that's a bug in the making.
The class is correct, public is just a access qualifier and will apply till the next qualifier is seen or the end of class declaration. There is no limit to how many of these access qualifiers(public, private, protected) you can have in a class. As to why this is useful, it helps writing class declarations the way you want. For example I might want all the member functions (public,protected or private) declared before the (say) private data members.
As #Marcelo Cantos's answer explains, this is allowed. When writing code yourself you should avoid this, as it only leads to confusion when others read your code. The only place I have ever seen this in real life is in the code generated by various MFC-wizards. Whenever you add some thing to your class using a wizard, it would just add an extra section to the end of your class.

Is it possible to forbid deriving from a class at compile time?

I have a value class according to the description in "C++ Coding Standards", Item 32. In short, that means it provides value semantics and does not have any virtual methods.
I don't want a class to derive from this class. Beside others, one reason is that it has a public nonvirtual destructor. But a base class should have a destructor that is public and virtual or protected and nonvirtual.
I don't know a possibility to write the value class, such that it is not possible to derive from it. I want to forbid it at compile time. Is there perhaps any known idiom to do that? If not, perhaps there are some new possibilities in the upcoming C++0x? Or are there good reasons that there is no such possibility?
Bjarne Stroustrup has written about this here.
The relevant bit from the link:
Can I stop people deriving from my class?
Yes, but why do you want to? There are two common answers:
for efficiency: to avoid my function
calls being virtual.
for safety: to ensure that my class is not used as a
base class (for example, to be sure
that I can copy objects without fear
of slicing)
In my experience, the efficiency reason is usually misplaced fear. In C++, virtual function calls are so fast that their real-world use for a class designed with virtual functions does not to produce measurable run-time overheads compared to alternative solutions using ordinary function calls. Note that the virtual function call mechanism is typically used only when calling through a pointer or a reference. When calling a function directly for a named object, the virtual function class overhead is easily optimized away.
If there is a genuine need for "capping" a class hierarchy to avoid virtual function calls, one might ask why those functions are virtual in the first place. I have seen examples where performance-critical functions had been made virtual for no good reason, just because "that's the way we usually do it".
The other variant of this problem, how to prevent derivation for logical reasons, has a solution. Unfortunately, that solution is not pretty. It relies on the fact that the most derived class in a hierarchy must construct a virtual base. For example:
class Usable;
class Usable_lock {
friend class Usable;
private:
Usable_lock() {}
Usable_lock(const Usable_lock&) {}
};
class Usable : public virtual Usable_lock {
// ...
public:
Usable();
Usable(char*);
// ...
};
Usable a;
class DD : public Usable { };
DD dd; // error: DD::DD() cannot access
// Usable_lock::Usable_lock(): private member
(from D&E sec 11.4.3).
If you are willing to only allow the class to be created by a factory method you can have a private constructor.
class underivable {
underivable() { }
underivable(const underivable&); // not implemented
underivable& operator=(const underivable&); // not implemented
public:
static underivable create() { return underivable(); }
};
Even if the question is not marked for C++11, for people who get here it should be mentioned that C++11 supports new contextual identifier final. See wiki page
Take a good look here.
It's really cool but it's a hack.
Wonder for yourself why stdlib doesn't do this with it's own containers.
Well, i had a similar problem. This is posted here on SO. The problem was other way around; i.e. only allow those classes to be derived that you permit. Check if it solves your problem.
This is done at compile-time.
I would generally achieve this as follows:
// This class is *not* suitable for use as a base class
The comment goes in the header and/or in the documentation. If clients of your class don't follow the instructions on the packet, then in C++ they can expect undefined behavior. Deriving without permission is just a special case of this. They should use composition instead.
Btw, this is slightly misleading: "a base class should have a destructor that is public and virtual or protected and nonvirtual".
That's true for classes which are to be used as bases for runtime polymorphism. But it's not necessary if derived classes are never going to be referenced via pointers to the base class type. It might be reasonable to have a value type which is used only for static polymorphism, for instance with simulated dynamic binding. The confusion is that inheritance can be used for different purposes in C++, requiring different support from the base class. It means that although you don't want dynamic polymorphism with your class, it might nevertheless be fine to create derived classes provided they're used correctly.
This solution doesn't work, but I leave it as an example of what not to do.
I haven't used C++ for a while now, but as far as I remember, you get what you want by making destructor private.
UPDATE:
On Visual Studio 2005 you'll get either a warning or an error. Check up the following code:
class A
{
public:
A(){}
private:
~A(){}
};
class B : A
{
};
Now,
B b;
will produce an error "error C2248: 'A::~A' : cannot access private member declared in class 'A'"
while
B *b = new B();
will produce warning "warning C4624: 'B' : destructor could not be generated because a base class destructor is inaccessible".
It looks like a half-solutiom, BUT as orsogufo pointed, doing so makes class A unusable. Leaving answers