What are good cases for using __if_exists? - c++

When do I use __if_exists without writing tons of crappy code?
Looks like this keyword is like C preprocessor directive, but is processed after preprocessor. And IntelliSense doesn't parse it and highlight code as dead or alive. These together make analysis of code written with __if_exists really non-trivial.
So far I found only one relatively safe case. We have a container class that takes an address of stored object. When a class stored has an overloaded operator& that overloaded operator is called and this causes problems.
So I added the following check:
__if_exists( T::operator& ) {
static_assert( false );
}
and now the code at least won't compile if there's an operator& member function is the type stored.
IMO this use case is quite clear and easy to read.
What other cases are there of using __if_exists without getting tons of unreadable code?

Though I'm not sure this is always possible or useful, __if_exists can be
used as static if in D language in a sense.
For example, the following code prints b.
template< bool > struct static_if_t;
template<> struct static_if_t< true > {};
#define STATIC_IF( c ) __if_exists ( static_if_t< (c) > )
#define STATIC_UNLESS( c ) __if_not_exists( static_if_t< (c) > )
struct X {
static bool const v = false;
};
STATIC_IF( X::v ) {
void f() { puts("a"); }
}
STATIC_UNLESS( X::v ) {
void f() { puts("b"); }
}
int main() {
f(); // prints "b"
}

I think you can use it to distinguish unions and classes, since classes do have constructors and unions don't.
You'd want this in e.g. boost::type_traits::is_class<T> and boost::type_traits::is_union<T>

Related

would exceptions be a reasonable way to return different types?

I've been wondering: since exceptions can be of any type, would they be viable for returning a different type depending on the conditions?
I know it's not very clear so I'll make an example: for a messaging app, we want the users to be able to send their position, but for privacy reasons, we want it to only be shown if the user is online:
void get_user_position(User& u) {
if(!u.is_online()) throw false;
else throw u.get_position();
}
void send_user_position(User& u) {
try {
get_user_position(u);
} catch(bool e) {
//send a message like "user isn't online"
} catch(user_position e) {
//send the position
}
}
This would avoid the need for -1s as failed operation flags and stuff like that. Thoughts? Opinions? Am I completely missing something?
Exceptions should be used for exceptions and not for normal conditional code parts. If "not online" is now an exception is matter of taste.
But if your question is more general and asks about giving back different return types from a single function you should think of using std::variant. With std::holds_alternative you can ask which type was stored in the variant. There are several methods to deal with the content of variants e.g. std::visit
struct A{};
struct B{};
std::variant < A,B > Func( int x)
{
if ( x == 0 ) return A{};
return B{};
}
int main()
{
auto v = Func( 0 );
if ( std::holds_alternative<A>(v) )
{
std::cout << "A" << std::endl;
}
else if ( std::holds_alternative<B>(v) )
{
std::cout << "B" << std::endl;
}
// or even use std::visit or whatever is helpful...
}
Absolutely not. You don't bring a sword to the table to cut vegetables. In this case, its not even a sword. Its a brush.
Jokes apart, looking at what you want to do, this means you already know what possible types of the return value are. Since that's the case, use std::variant.
So long as all the exceptions you use in this way are derived from a common base class, e.g.
struct payload_base_class : public std::exception
{
};
then I can see that this pattern of yours could be useful. I've mandated this commonality so you can distinguish between your return-flavour exceptions over ones that you should treat in a more standard fashion.
(It's possible that you might not want std::exception as the base class, else your exceptions might be caught unintentionally. That's for you to study.)
This technique has an advantage over a std::variant approach in that you can add new return types without having to change the std::variant template; doing that latter can introduce breaking changes.
C++ is designed to allow such exploits. Just because folk didn't have this use-case in mind when exceptions were developed doesn't make this approach illegitimate. Template metaprogamming grew up unintentionaly too.

Alternatives to stringifying the variable name in C++11

In my code, I have repeatedly this expression:
T foo;
do_sth(foo, "foo");
I am considering stringifying the variable name, like this:
#define VARNAME(Var) (#Var)
void do_sth_new(T foo) { do_sth(foo, VARNAME(foo)); };
T foo;
do_sth_new(foo);
Is it good practice? Is there any better alternative in C++11?
As you show it, it doesn't work since VARNAME(foo) will always be "foo" (as this is the parameter's name). You have to write do_sth_new itself as macro:
#define do_sth_new(_foo) \
do { do_sth(_foo, #_foo); } while (false)
Only then will this:
T bar;
do_sth_new(bar);
generate "bar".
And no, there is no alternative to using the preprocessor since this is an operation on the lexical level. You'd need LISP-level modification of the AST in the language to have a better solution, which is unlikely to ever happen.
Sadly, no. There is still no solution (not even in C++17) to this problem. There might be something once static reflection will be added to C++. But for the time being you're stuck with the macro.
There is no real way to avoid the macro to do the stringify.
What you can do is dress it in a more c++ object-oriented way, especially if you want to do multiple different methods that take an object and its var name, and if this is a debug feature you might want to disable in production.
So I'm proposing you declare a template class DebugContextWrap, and objects of this type (or const ref) can be passed into the function as a single parameter, instead of having 2 parameters.
The one downside is that where your function code actually wants to access the actual value then you would have to perform an indirection through operator -> or data() as you do for iterators.
You could then write a macro that generates instances of DebugContextWrap - something like:
template class FooType
class DebugContextWrap
{
FooType& fooVal;
const char* debugName;
const char* debug__FILE__val;
const int debug__LINE__val;
public:
DebugContextWrap(FooType& fooVal,
const char* debugName, const char* debug__FILE__val, const int debug__LINE__val)
{ ... }
DebugContextWrap(FooType& fooVal) // implicit when caller doesn't use DEBUG_WRAP
{ ... }
FooType* operator ->()const
{ return &foo; }
FooType& operator *()const
{ return foo; }
FooType& Data()const
{ return foo; }
const char* DebugName()const
{ return debugName; }
};
#define DEBUG_WRAP(foo) \
DebugContextWrap<decltype foo>(foo, #foo, __FILE__, __LINE__)
void do_sth(const DebugContextWrap<FooType>& foo);
do_sth(DEBUG_WRAP(foovar));

How to check if a function exists in C/C++?

Certain situations in my code, I end up invoking the function only if that function is defined, or else I should not. How can I achieve this?
like:
if (function 'sum' exists ) then invoke sum ()
Maybe the other way around to ask this question is how to determine if function is defined at runtime and if so, then invoke?
When you declare 'sum' you could declare it like:
#define SUM_EXISTS
int sum(std::vector<int>& addMeUp) {
...
}
Then when you come to use it you could go:
#ifdef SUM_EXISTS
int result = sum(x);
...
#endif
I'm guessing you're coming from a scripting language where things are all done at runtime. The main thing to remember with C++ is the two phases:
Compile time
Preprocessor runs
template code is turned into real source code
source code is turned in machine code
runtime
the machine code is run
So all the #define and things like that happen at compile time.
....
If you really wanted to do it all at runtime .. you might be interested in using some of the component architecture products out there.
Or maybe a plugin kind of architecture is what you're after.
Using GCC you can:
void func(int argc, char *argv[]) __attribute__((weak)); // weak declaration must always be present
// optional definition:
/*void func(int argc, char *argv[]) {
printf("FOUND THE FUNCTION\n");
for(int aa = 0; aa < argc; aa++){
printf("arg %d = %s \n", aa, argv[aa]);
}
}*/
int main(int argc, char *argv[]) {
if (func){
func(argc, argv);
} else {
printf("did not find the function\n");
}
}
If you uncomment func it will run it otherwise it will print "did not find the function\n".
While other replies are helpful advices (dlsym, function pointers, ...), you cannot compile C++ code referring to a function which does not exist. At minimum, the function has to be declared; if it is not, your code won't compile. If nothing (a compilation unit, some object file, some library) defines the function, the linker would complain (unless it is weak, see below).
But you should really explain why you are asking that. I can't guess, and there is some way to achieve your unstated goal.
Notice that dlsym often requires functions without name mangling, i.e. declared as extern "C".
If coding on Linux with GCC, you might also use the weak function attribute in declarations. The linker would then set undefined weak symbols to null.
addenda
If you are getting the function name from some input, you should be aware that only a subset of functions should be callable that way (if you call an arbitrary function without care, it will crash!) and you'll better explicitly construct that subset. You could then use a std::map, or dlsym (with each function in the subset declared extern "C"). Notice that dlopen with a NULL path gives a handle to the main program, which you should link with -rdynamic to have it work correctly.
You really want to call by their name only a suitably defined subset of functions. For instance, you probably don't want to call this way abort, exit, or fork.
NB. If you know dynamically the signature of the called function, you might want to use libffi to call it.
I suspect that the poster was actually looking for something more along the lines of SFINAE checking/dispatch. With C++ templates, can define to template functions, one which calls the desired function (if it exists) and one that does nothing (if the function does not exist). You can then make the first template depend on the desired function, such that the template is ill-formed when the function does not exist. This is valid because in C++ template substitution failure is not an error (SFINAE), so the compiler will just fall back to the second case (which for instance could do nothing).
See here for an excellent example: Is it possible to write a template to check for a function's existence?
use pointers to functions.
//initialize
typedef void (*PF)();
std::map<std::string, PF> defined_functions;
defined_functions["foo"]=&foo;
defined_functions["bar"]=&bar;
//if defined, invoke it
if(defined_functions.find("foo") != defined_functions.end())
{
defined_functions["foo"]();
}
If you know what library the function you'd like to call is in, then you can use dlsym() and dlerror() to find out whether or not it's there, and what the pointer to the function is.
Edit: I probably wouldn't actually use this approach - instead I would recommend Matiu's solution, as I think it's much better practice. However, dlsym() isn't very well known, so I thought I'd point it out.
You can use #pragma weak for the compilers that support it (see the weak symbol wikipedia entry).
This example and comment is from The Inside Story on Shared Libraries and Dynamic Loading:
#pragma weak debug
extern void debug(void);
void (*debugfunc)(void) = debug;
int main() {
printf(“Hello World\n”);
if (debugfunc) (*debugfunc)();
}
you can use the weak pragma to force the linker to ignore unresolved
symbols [..] the program compiles and links whether or not debug()
is actually defined in any object file. When the symbol remains
undefined, the linker usually replaces its value with 0. So, this
technique can be a useful way for a program to invoke optional code
that does not require recompiling the entire application.
So another way, if you're using c++11 would be to use functors:
You'll need to put this at the start of your file:
#include <functional>
The type of a functor is declared in this format:
std::function< return_type (param1_type, param2_type) >
You could add a variable that holds a functor for sum like this:
std::function<int(const std::vector<int>&)> sum;
To make things easy, let shorten the param type:
using Numbers = const std::vectorn<int>&;
Then you could fill in the functor var with any one of:
A lambda:
sum = [](Numbers x) { return std::accumulate(x.cbegin(), x.cend(), 0); } // std::accumulate comes from #include <numeric>
A function pointer:
int myFunc(Numbers nums) {
int result = 0;
for (int i : nums)
result += i;
return result;
}
sum = &myFunc;
Something that 'bind' has created:
struct Adder {
int startNumber = 6;
int doAdding(Numbers nums) {
int result = 0;
for (int i : nums)
result += i;
return result;
}
};
...
Adder myAdder{2}; // Make an adder that starts at two
sum = std::bind(&Adder::doAdding, myAdder);
Then finally to use it, it's a simple if statement:
if (sum)
return sum(x);
In summary, functors are the new pointer to a function, however they're more versatile. May actually be inlined if the compiler is sure enough, but generally are the same as a function pointer.
When combined with std::bind and lambda's they're quite superior to old style C function pointers.
But remember they work in c++11 and above environments. (Not in C or C++03).
In C++, a modified version of the trick for checking if a member exists should give you what you're looking for, at compile time instead of runtime:
#include <iostream>
#include <type_traits>
namespace
{
template <class T, template <class...> class Test>
struct exists
{
template<class U>
static std::true_type check(Test<U>*);
template<class U>
static std::false_type check(...);
static constexpr bool value = decltype(check<T>(0))::value;
};
template<class U, class = decltype(sum(std::declval<U>(), std::declval<U>()))>
struct sum_test{};
template <class T>
void validate_sum()
{
if constexpr (exists<T, sum_test>::value)
{
std::cout << "sum exists for type " << typeid(T).name() << '\n';
}
else
{
std::cout << "sum does not exist for type " << typeid(T).name() << '\n';
}
}
class A {};
class B {};
void sum(const A& l, const A& r); // we only need to declare the function, not define it
}
int main(int, const char**)
{
validate_sum<A>();
validate_sum<B>();
}
Here's the output using clang:
sum exists for type N12_GLOBAL__N_11AE
sum does not exist for type N12_GLOBAL__N_11BE
I should point out that weird things happened when I used an int instead of A (sum() has to be declared before sum_test for the exists to work, so maybe exists isn't the right name for this). Some kind of template expansion that didn't seem to cause problems when I used A. Gonna guess it's ADL-related.
This answer is for global functions, as a complement to the other answers on testing methods. This answer only applies to global functions.
First, provide a fallback dummy function in a separate namespace. Then determine the return type of the function-call, inside a template parameter. According to the return-type, determine if this is the fallback function or the wanted function.
If you are forbidden to add anything in the namespace of the function, such as the case for std::, then you should use ADL to find the right function in the test.
For example, std::reduce() is part of c++17, but early gcc compilers, which should support c++17, don't define std::reduce(). The following code can detect at compile-time whether or not std::reduce is declared. See it work correctly in both cases, in compile explorer.
#include <numeric>
namespace fallback
{
// fallback
std::false_type reduce(...) { return {}; }
// Depending on
// std::recuce(Iter from, Iter to) -> decltype(*from)
// we know that a call to std::reduce(T*, T*) returns T
template <typename T, typename Ret = decltype(reduce(std::declval<T*>(), std::declval<T*>()))>
using return_of_reduce = Ret;
// Note that due to ADL, std::reduce is called although we don't explicitly call std::reduce().
// This is critical, since we are not allowed to define any of the above inside std::
}
using has_reduce = fallback::return_of_reduce<std::true_type>;
// using has_sum = std::conditional_t<std::is_same_v<fallback::return_of_sum<std::true_type>,
// std::false_type>,
// std::false_type,
// std::true_type>;
#include <iterator>
int main()
{
if constexpr (has_reduce::value)
{
// must have those, so that the compile will find the fallback
// function if the correct one is undefined (even if it never
// generates this code).
using namespace std;
using namespace fallback;
int values[] = {1,2,3};
return reduce(std::begin(values), std::end(values));
}
return -1;
}
In cases, unlike the above example, when you can't control the return-type, you can use other methods, such as std::is_same and std::contitional.
For example, assume you want to test if function int sum(int, int) is declared in the current compilation unit. Create, in a similar fashion, test_sum_ns::return_of_sum. If the function exists, it will be int and std::false_type otherwise (or any other special type you like).
using has_sum = std::conditional_t<std::is_same_v<test_sum_ns::return_of_sum,
std::false_type>,
std::false_type,
std::true_type>;
Then you can use that type:
if constexpr (has_sum::value)
{
int result;
{
using namespace fallback; // limit this only to the call, if possible.
result = sum(1,2);
}
std::cout << "sum(1,2) = " << result << '\n';
}
NOTE: You must have to have using namespace, otherwise the compiler will not find the fallback function inside the if constexpr and will complain. In general, you should avoid using namespace since future changes in the symbols inside the namespace may break your code. In this case there is no other way around it, so at least limit it to the smallest scope possible, as in the above example

C++ code purity

I'm working in C++ enviroment and:
a) We are forbidden to use exceptions
b) It is application/data server code that evaluates lot of requests of different kinds
I have simple class encapsulating result of server operation that is also used internally for lot of functions there.
class OpResult
{
.....
bool succeeded();
bool failed(); ....
... data error/result message ...
};
As I try to have all functions small and simple, lot of blocks like this are arising:
....
OpResult result = some_(mostly check)function(....);
if (result.failed())
return result;
...
The question is, is it bad practise to make macro looking like this and use it everywhere?
#define RETURN_IF_FAILED(call) \
{ \
OpResult result = call; \
if (result.failed()) \
return result; \
}
I understand that someone can call it nasty, but is there a better way?
What other way of handling results and avoiding lot of bloat code would you suggest?
It's a trade off. You are trading code size for obfuscation of the logic. I prefer to preserve the logic as visible.
I dislike macros of this type because they break Intellisense (on Windows), and debugging of the program logic. Try putting a breakpoint on all 10 return statements in your function - not the check, just the return. Try stepping through the code that's in the macro.
The worst thing about this is that once you accept this it's hard to argue against the 30-line monster macros that some programmers LOVE to use for commonly-seen mini-tasks because they 'clarify things'. I've seen code where different exception types were handled this way by four cascading macros, resulting in 4 lines in the source file, with the macros actually expanding to > 100 real lines. Now, are you reducing code bloat? No. It's impossible to tell easily with macros.
Another general argument against macros, even if not obviously applicable here, is the ability to nest them with hard to decipher results, or to pass in arguments that result in weird but compilable arguments e.g. the use of ++x in a macros that uses the argument twice. I always know where I stand with the code, and I can't say that about a macro.
EDIT: One comment I should add is that if you really do repeat this error check logic over and over, perhaps there are refactoring opportunities in the code. Not a guarantee but a better way of code bloat reduction if it does apply. Look for repeated sequences of calls and encapsulate common sequences in their own function, rather than addressing how each call is handled in isolation.
Actually, I prefer slightly other solution. The thing is that the result of inner call is not necessarily a valid result of an outer call. For example, inner failure may be "file not found", but the outer one "configuration not available". Therefore my suggestion is to recreate the OpResult (potentially packing the "inner" OpResult into it for better debugging). This all goes to the direction of "InnerException" in .NET.
technically, in my case the macro looks like
#define RETURN_IF_FAILED(call, outerresult) \
{ \
OpResult innerresult = call; \
if (innerresult.failed()) \
{ \
outerresult.setInner(innerresult); \
return outerresult; \
} \
}
This solution requires however some memory management etc.
Some purist argue that having no explicit returns hinders the readability of the code. In my opinion however having explicit RETURN as a part of the macro name is enough to prevent confusion for any skilled and attentive developer.
My opinion is that such macros don't obfuscate the program logic, but on the contrary make it cleaner. With such a macro, you declare your intent in a clear and concise way, while the other way seems to be overly verbose and therefore error-prone. Making the maintainers parse in mind the same construct OpResult r = call(); if (r.failed) return r is wasting of their time.
An alternative approach without early returns is applying to each code line the pattern like CHECKEDCALL(r, call) with #define CHECKEDCALL(r, call) do { if (r.succeeded) r = call; } while(false). This is in my eyes much much worse and definitely error-prone, as people tend to forget about adding CHECKEDCALL() when adding more code.
Having a popular need to do checked returns (or everything) with macros seems to be a slight sign of missing language feature for me.
As long as the macro definition sits in an implementation file and is undefined as soon as unnecessary, I wouldn't be horrified.
// something.cpp
#define RETURN_IF_FAILED() /* ... */
void f1 () { /* ... */ }
void f2 () { /* ... */ }
#undef RETURN_IF_FAILED
However, I would only use this after having ruled out all non-macro solutions.
After 10 years, I'm going to answer my own question to my satisfaction, if only I had a time machine ...
I encountered a similar situation many times in new projects. Even when exceptions were allowed, I don't want to always use them for "normal fails".
I eventually discovered a way to write these kind of statements.
For generic Result that includes message, I use this:
class Result
{
public:
enum class Enum
{
Undefined,
Meaningless,
Success,
Fail,
};
static constexpr Enum Undefined = Enum::Undefined;
static constexpr Enum Meaningless = Enum::Meaningless;
static constexpr Enum Success = Enum::Success;
static constexpr Enum Fail = Enum::Fail;
Result() = default;
Result(Enum result) : result(result) {}
Result(const LocalisedString& message) : result(Fail), message(message) {}
Result(Enum result, const LocalisedString& message) : result(result), message(message) {}
bool isDefined() const { return this->result != Undefined; }
bool succeeded() const { assert(this->result != Undefined); return this->result == Success; }
bool isMeaningless() const { assert(this->result != Undefined); return this->result == Enum::Meaningless; }
bool failed() const { assert(this->result != Undefined); return this->result == Fail; }
const LocalisedString& getMessage() const { return this->message; }
private:
Enum result = Undefined;
LocalisedString message;
};
And then, I have a special helper class in this form, (similar for other return types)
class Failed
{
public:
Failed(Result&& result) : result(std::move(result)) {}
explicit operator bool() const { return this->result.failed(); }
operator Result() { return this->result; }
const LocalisedString& getMessage() const { return this->result.getMessage(); }
Result result;
};
When these are combined, I can write code like this:
if (Failed result = trySomething())
showError(result.getMessage().str());
Isn't it beutiful?
I agree with Steve's POV.
I first thought, at least reduce the macro to
#define RETURN_IF_FAILED(result) if(result.failed()) return result;
but then it occurred to me this already is a one-liner, so there really is little benefit in the macro.
I think, basically, you have to make a trade off between write-ability and readability. The macro is definitely easier to write. It is, however, an open question whether it is also is easier to read. The latter is quite a subjective judgment to make. Still, using macros objectively does obfuscate code.
Ultimately, the underlying problem is that you must not use exceptions. You haven't said what the reasons for that decision are, but I surely hope they are worth the problems this causes.
Could be done with C++0x lambdas.
template<typename F> inline OpResult if_failed(OpResult a, F f) {
if (a.failed())
return a;
else
return f();
};
OpResult something() {
int mah_var = 0;
OpResult x = do_something();
return if_failed(x, [&]() -> OpResult {
std::cout << mah_var;
return f;
});
};
If you're clever and desperate, you could make the same kind of trick work with regular objects.
In my opinion, hiding a return statement in a macro is a bad idea. The 'code obfucation' (I like that term..! ) reaches the highest possible level. My usual solution to such problems is to aggregate the function execution at one place and control the result in the following manner (assuming you have 5 nullary functions):
std::array<std::function<OpResult ()>, 5> tFunctions = {
f1, f2, f3, f4, f5
};
auto tFirstFailed = std::find_if(tFunctions.begin(), tFunctions.end(),
[] (std::function<OpResult ()>& pFunc) -> bool {
return pFunc().failed();
});
if (tFirstFailed != tFunctions.end()) {
// tFirstFailed is the first function which failed...
}
Is there any information in result which is actually useful if the call fails?
If not, then
static const error_result = something;
if ( call().failed() ) return error_result;
would suffice.

Can I make the ternary operator treat my class like a bool?

I've recently been doing a huge refactoring where I was changing a lot of my code to return booleans instead of an explicit return code. To aid this refactoring I decided to lean on the compiler where possible by getting it to tell me the places where my code needed to be changed. I did this by introducing the following class (see here for the lowdown on how this works):
///
/// Typesafe boolean class
///
class TypesafeBool
{
private:
bool m_bValue;
struct Bool_ {
int m_nValue;
};
typedef int Bool_::* bool_;
inline bool_ True() const { return &Bool_::m_nValue; }
inline bool_ False() const { return 0; }
public:
TypesafeBool( const bool bValue ) : m_bValue( bValue ){}
operator bool_() const { return m_bValue ? True() : False(); }
};
Now, instead of using a normal bool type as the return type, I used this class which meant that I couldn't compile something like this any more:
TypesafeBool SomeFunction();
long result = SomeFunction(); // error
Great: it has made the refactoring manageable on a huge codebase by letting the compiler do a lot of the hard work for me. So now I've finished my refactoring and I'd quite like to keep this class hanging around and carry on using it since it affords us an extra level of safety that the built-in bool type doesn't.
There is however one "problem" which is preventing me from doing this. At the moment we make heavy use of the ternary operator in our code, and the problem is that it is not compatible with this new class without explicit casts:
TypesafeBool result = ( 1 == 2 ? SomeFunction() : false ); // error: different types used
TypesafeBool result = ( 1 == 2 ? SomeFunction() : (TypesafeBool)false );
If I could "solve" this issue so that I could use my class in a seamless manner I would probably carry on using it throughout the codebase. Does anyone know of a solution to this issue? Or is it just impossible to do what I want?
In the context of the conditional operator, the type of the expression is the common type of the last two operands. The complete rules to determine this common type are a bit complex, but your case happens to be trivial: if one of the two possible return values is a class type, the other value must have the same class and the common type is obviously also that class.
That means that if one of the operands is a TypesafeBool, then the other must be as well.
Now the problem you're really trying to solve has been solved before. The trick is not providing a class; instead use a typedef. See for instance safe bool.
class CCastableToBool
{
public:
// ...
operator bool() const
{
//...
{
return true;
}
//...
return false;
}
private:
// ...
};
but beware, in C++ it is considered really dangerous to have a class that can be casted to bool. You are warned :-)
you can read this there, SafeBool
You should explicitely call TypesafeBool::True() in all your ternary tests.
TypesafeBool result = ( 1 == 2 ? SomeFunction().True() : false );
I don't know about a seamless manner, the ternary operator has some restrictions on its use...
However, why don't you define two constants ?
TypesafeBool const True = TypesafeBool(true);
TypesafeBool const False = TypesafeBool(false);
And then:
TypesafeBool result = ( 1 == 2 ? SomeFunction() : False );
Of course, it's a bit unorthodox since I play on the capitalization to avoid reusing a reserved word :)
Is it a possibility to make the constructor of TypesafeBool explicit? Of course, now the usage has to be
TypesafeBool result( 1 == 2 ? b : false );
Could you use an assignment operator that takes in a bool as the external argument, as well as one that takes a TypesafeBool? It might be something to try out...
Nice try, but if your code base is large, you are probably better off using a static checker such as PC-Lint to look for implicit bool<->int conversions instead.