creating a derived class object with existing base class object? - c++

Is there a possibility of (or fast workaround for) creating an object defined as derived a class without creating base class object in memory; instead the derived object should refer to the actually existing object of base class ("take-over" its memory residence)? This is needed for speed reasons - creating new a derived object, copying data from base class object to it, and then destroying base object takes too much time.

You might want to consider composition instead of inheritance in this case - it would be more natural.

I wouldn't use the class construct that is supported by the language. If you need something small and that flexible consider writing a struct and implementing your own v-table's using function pointers. Much the same way as this is done for example in the Linux kernel. Note that object oriented programming can be done in almost any language, not necessarily one that supports it.
You could then switch the v-table pointer on the fly and possibly perform some realloc in order to add the fields that are required by the derived type.
In the end you could package all of this in a regular class that doesn't have any dynamic methods and just delegates all the calls to the described internal structure. This shouldn't impose any memory or computational overhead.
EDIT: Actually I guess realloc is not the way to go. This is a routine that engages the underlying operating system and requires a context switch. Almost always calling copy will be faster provided you have the appropriate memory block already allocated. If you're interested in speed, then maybe consider also implementing your own memory management or using one of the alternative implementation provided by libraries such as boost.

I don't think you can do what you seem to want to do.
Consider:
d1 = prestochango(b);
d2 = prestochango(b);
d1.blarf = waldo;
// what value does d2.blarf now have?
Either d1 and d2 are distinct objects, including distinct b-substrates, or they are the same object.
Now, you MIGHT be able to FAKE it by making your b-substrate a static member of your d class.

If you want dynamic call derived class, the v-table is indispensable.
So maybe you can implement the "base class" with no data member, and pass in data or pointer of data that your virtual functions need as argument during calling.
It'll save memory but cost more time.

If you wish to create one version of a base class and have all objects inherit or be derived from the same instance, then you can declare things as static in the base class. Static means one version of it for every instance of a class.
i.e.
class FooBase {
protected:
static int IDCnt;
static int ObjCnt;
int ID;
public:
FooBase();
~FooBase();
virtual int GetID();
virtual int GetObjCnt();
virtual int GetIDCnt();
};
//implementation
int FooBase::IDCnt = 0; //need to init static vars
int FooBase::ObjCnt = 0;
FooBase::FooBase() { ID = IDCnt; IDCnt++; ObjCnt++; }
FooBase::~FooBase() { ObjCnt--; }
int FooBase::GetID() { return ID; }
int FooBase::GetObjCnt() { return ObjCnt; }
int FooBase::GetIDCnt() { return IDCnt; }
#include "FooBase.h"
class FooDerived : public FooBase {
//blah
};
#include "FooDervied.h"
int main() {
FooDerived A;
FooDerived B;
cout << A.GetID() << ' ' << A.GetObjCnt() << ' ' << A.GetIDCnt() << endl;
cout << B.GetID() << ' ' << B.GetObjCnt() << ' ' << B.GetIDCnt() << endl;
if(true) {
FooDerived C;
cout << A.GetObjCnt() << ' ' << A.GetIDCnt() << ' ' << B.GetObjCnt << C.GetIDCnt() << endl;
}
cout << B.GetObjCnt() << '' << A.GetObjCnt() << ' ' << A.GetIDCnt() << ' ' << B.GetIDCnt << endl;
}
In this manner you don't declare a base class item, instead, the instance of base class is inherited through the static variables which basically means all FooDerived are looking at the same block of memory for FooBase::IDCnt and FooBase::ObjCnt.

Did you consider Factory design pattern ?
Your base class only needs to know what kinda derived class you wanna create

Related

Derived class utilizing a parent object

I'd like to have a derived class update when an object of type base is updated because they share the same reference to the base. This would be done after the base class is already created.
class Tumor : sc2::Unit {
public:
Tumor(const sc2::Unit *unit) : pointer(unit){}
~Tumor()
float spread = 10.0f;
float vision = 11.0f;
// Other things...
bool operator==(const Tumor& rhs) { return pointer->tag == rhs.tag; }
const sc2::Unit *pointer = nullptr;
};
Rather than accessing
tumor.pointer->tag
I'd like it to be:
tumor.tag
sc2::Unit has a tag variable and when I put
std::cout << "tumor_tag Address: " << &(this->pointer->tag) << "\tunit_tag Address: "
<< &(unit->tag) << std::endl;
in the constructor I would have the same memory location being output.
I'm aware I could store a pointer to sc2::Unit in Tumor (as is shown) but I was trying to find a more elegant solution and my Google-foo is weak or it's not possible.
You can't use the inheritance to share the same instance of the base between multiple instances of derived classes because by the definition derived class creates its own instance of the base.
If you don't want use the tumor.pointer->tag construction, you can write a getter function:
tag_type& Tumor::GetTag() {
return pointer->tag;
}
So you'd use it tumor.GetTag().

Why/When would I want to use a class data member without defining an object of the class?

It is possible in C++ to use a data member of a class without defining an object of that class, by defining that data member in the public section as a static variable, as in the code sample below. The question is, why/when would I want to do this? and how can I do it?
class ttime{
public:
ttime(int h=0, int m=0, int s=0):hour(h), minute(m), second(s){} //constructor with default intialization
int& warning(){return hour;}
void display()const{cout<<hour<<"\t";}
static int hello;
~ttime(){}
private:
int hour;
int minute;
int second;
};
main()
{
ttime:: hello=11310; //Is this the way to use hello without creating an object of the class?
cout << ttime:: hello;
ttime hi(9);
hi.display();
hi.warning()++;//the user is able to modify your class's private data, which is really bad! You should not be doing this!
hi.display();
}
Declaring a class member variable as static essentially makes it a singleton object that is shared by all of the instances of that class. This is useful for things like counters, semaphores and locks, and other types of data that need to be shared by the other class members.
Declaring it public makes it accessible to all users of that class. It's generally a bad idea to allow class variables to be modifiable by functions outside the class, though.
Declaring it const, on the other hand, is the usual way to provide publicly readable constants for the class.
Example
Your library class:
class Foo
{
public:
// Version number of this code
static const int VERSION = 1;
private:
// Counts the number of active Foo objects
static int counter = 0;
public:
// Constructor
Foo()
{
counter++; // Bump the instance counter
...
}
// Destructor
~Foo()
{
counter--; // Adjust the counter
...
}
};
Some client of your library:
class Bar
{
public:
// Constructor
Bar()
{
// Check the Foo library version
if (Foo::VERSION > 1)
std::cerr << "Wrong version of class Foo, need version 1";
...
}
};
In this example, VERSION is a static constant of the class, which in this case informs the outside world what version of the code is contained in the class. It's accessed by the syntax Foo::VERSION.
The static counter variable, on the other hand, is private to the class, so only member functions of Foo can access it. In this case, it's being used as a counter for the number of active Foo objects.
As cited before, static member variables work as 'global' variables, but within the class namespace.
So it is useful for counters or shared resources between objects.
In the case of 'public static' modifier, it is easy to see its use within libraries to provide access to constants and general-purpose functionality (static methods).
For example, an input library might have:
class KeyEvent
{
public:
static const int KEY_DOWN = 111;
static const int KEY_UP = 112;
...
}
//And then in your code
#include <KeyEvent>
void poolEvent(Key *key)
{
if(key->type() == KeyEvent::KEY_DOWN)
...
}
I am not familiar with the c++ syntax for statics at the moment. But in c++-cli (.net, Visual C++) the :: is correct.
For the purpose of statics:
There are many cases where it makes sense to use them. In general, when you want to store information that belong to the class itself (meaning to all objects of the class) and not to a single object/instance.
Even though not originally invented for this purpose, static constexpr data members of structs are a backbone of template meta-programming. Just check out the limits standard library header as a simple example.
For example, we can define a wrapper around the builtin sizeof operator. While rather useless in itself, it hopefully gives the right idea.
#include <iostream>
template<typename T>
struct Calipers
{
static constexpr auto size = sizeof(T);
};
int
main()
{
std::cout << "short: " << Calipers<short>::size << "\n";
std::cout << "int: " << Calipers<int>::size << "\n";
std::cout << "long: " << Calipers<long>::size << "\n";
std::cout << "float: " << Calipers<float>::size << "\n";
std::cout << "double: " << Calipers<double>::size << "\n";
}
Possible output:
short: 2
int: 4
long: 8
float: 4
double: 8
It is similar to a global variable, only that it is not defined at the global namespace.
You find it in C++ code that was written before namespaces were introduced, or in template meta programming were it is more useful.
In general, I would not recommend to use it as in your example and would prefer to avoid global state as much as possible. Otherwise, you end up with code that is difficult to test.

enable_shared_from_this (c++0x): what am I doing wrong?

I'm just toying around with the smart pointers in the upcoming new c++ standard. However I fail to grasp the usage of the shared_from_this function. Here is what I have:
#include <iostream>
#include <memory>
class CVerboseBornAndDie2 : public std::enable_shared_from_this<CVerboseBornAndDie2>
{
public:
std::string m_Name;
CVerboseBornAndDie2(std::string name) : m_Name(name)
{
std::cout << m_Name << " (" << this << ") is born!" << std::endl;
}
virtual ~CVerboseBornAndDie2()
{
std::cout << m_Name << " (" << this << ") is dying!" << std::endl;
}
};
int main(){
CVerboseBornAndDie2* vbad = new CVerboseBornAndDie2("foo");
std::shared_ptr<CVerboseBornAndDie2> p = vbad->shared_from_this();
}
and it throws a std::bad_weak_ptr exception in the line
std::shared_ptr<CVerboseBornAndDie2> p = vbad->shared_from_this();
if I instead do
std::shared_ptr<CVerboseBornAndDie2> p(vbad);
it works and I can afterwards do
std::shared_ptr<CVerboseBornAndDie2> p2 = p.get()->shared_from_this();
so must the object belong to one shared_ptr before I can use shared_from_this? But how can I know this beforehand?
It is a precondition of using shared_from_this that there must exist at least one shared_ptr which owns the object in question. This means that you can only use shared_from_this to retrieve a shared_ptr that owns an object to which you have a reference or pointer, you cannot use it to find out if such an object is owned by a shared_ptr.
You need to rework your design so that either you are guaranteed that any such object is being managed by a shared_ptr or that you don't ever need to know or finally (and least desirably) you create some other way of managing this knowledge.
To extend Charles answer, when you use enable_shared_from_this you usually want something like below in order to guarantee that there exists a shared_ptr.
class my_class : public std::enable_shared_from_this<my_class>
{
public:
static std::shared_ptr<my_class> create() // can only be created as shared_ptr
{
return std::shared_ptr<my_class>(new my_class());
}
private
my_class(){} // don't allow non shared_ptr instances.
};

Static ctor/dtor observer for arb. C++ classes

I have a series of classes A, B, ... which have many derived classes which are created inside a module I do not wish to change.
Additionally, I have at least one class Z, which has to be informed whenever an object of type A (or derived classes) is created or destroyed. In the future, there may be more classes, Y, X that want to observe different objects.
I am looking for a convenient way to solve this.
At first glance, the problem seemed trivial, but I'm kind of stuck right now.
What I came up with, is two base classes SpawnObserver and SpawnObservable which are supposed to do the job, but I am very unhappy with them for several reasons (see attached simplification of these classes).
When Z is notified, the actual object is either not yet or not anymore existent, due to the order in which base classes are created/destroyed. Although the pointers can be compared when destroying an object (to remove them from some data-structures in Z) this does not work when it is created and it surely does not work when you have multiple inheritance.
If you want to observe only one class, say A, you are always notified of all (A, B, ...).
You have to explicitly if/else through all classes, so you have to know all classes that inherit from SpawnObservable, which is pretty bad.
Here are the classes, which I tried to trim down to the most basic functionality, which you need to know to understand my problem. In a nutshell: You simply inherit from SpawnObservable and the ctor/dtor does the job of notifying the observers (well, at least, this is what I want to have).
#include <list>
#include <iostream>
class SpawnObservable;
class SpawnObserver {
public:
virtual void ctord(SpawnObservable*) = 0;
virtual void dtord(SpawnObservable*) = 0;
};
class SpawnObservable {
public:
static std::list<SpawnObserver*> obs;
SpawnObservable() {
for (std::list<SpawnObserver*>::iterator it = obs.begin(), end = obs.end(); it != end; ++it) {
(*it)->ctord(this);
}
}
~SpawnObservable() {
for (std::list<SpawnObserver*>::iterator it = obs.begin(), end = obs.end(); it != end; ++it) {
(*it)->dtord(this);
}
}
virtual void foo() {} // XXX: very nasty dummy virtual function
};
std::list<SpawnObserver*> SpawnObservable::obs;
struct Dummy {
int i;
Dummy() : i(13) {}
};
class A : public SpawnObservable {
public:
Dummy d;
A() : SpawnObservable() {
d.i = 23;
}
A(int i) : SpawnObservable() {
d.i = i;
}
};
class B : public SpawnObservable {
public:
B() { std::cout << "making B" << std::endl;}
~B() { std::cout << "killing B" << std::endl;}
};
class PrintSO : public SpawnObserver { // <-- Z
void print(std::string prefix, SpawnObservable* so) {
if (dynamic_cast<A*>(so)) {
std::cout << prefix << so << " " << "A: " << (dynamic_cast<A*>(so))->d.i << std::endl;
} else if (dynamic_cast<B*>(so)) {
std::cout << prefix << so << " " << "B: " << std::endl;
} else {
std::cout << prefix << so << " " << "unknown" << std::endl;
}
}
virtual void ctord(SpawnObservable* so) {
print(std::string("[ctord] "),so);
}
virtual void dtord(SpawnObservable* so) {
print(std::string("[dtord] "),so);
}
};
int main(int argc, char** argv) {
PrintSO pso;
A::obs.push_back(&pso);
B* pb;
{
std::cout << "entering scope 1" << std::endl;
A a(33);
A a2(34);
B b;
std::cout << "adresses: " << &a << ", " << &a2 << ", " << &b << std::endl;
std::cout << "leaving scope 1" << std::endl;
}
{
std::cout << "entering scope 1" << std::endl;
A a;
A a2(35);
std::cout << "adresses: " << &a << ", " << &a2 << std::endl;
std::cout << "leaving scope 1" << std::endl;
}
return 1;
}
The output is:
entering scope 1
[ctord] 0x7fff1113c640 unknown
[ctord] 0x7fff1113c650 unknown
[ctord] 0x7fff1113c660 unknown
making B
adresses: 0x7fff1113c640, 0x7fff1113c650, 0x7fff1113c660
leaving scope 1
killing B
[dtord] 0x7fff1113c660 unknown
[dtord] 0x7fff1113c650 unknown
[dtord] 0x7fff1113c640 unknown
entering scope 1
[ctord] 0x7fff1113c650 unknown
[ctord] 0x7fff1113c640 unknown
adresses: 0x7fff1113c650, 0x7fff1113c640
leaving scope 1
[dtord] 0x7fff1113c640 unknown
[dtord] 0x7fff1113c650 unknown
I want to stress, that I am perfectly aware why my solution behaves the way it does. My question is whether you have a better approach of doing this.
EDIT
As an extension to this question (and inspired by the comments below), I'd like to know:
Why do you think this is a terrible approach?
As an additional note: What I an trying to accomplish by this is to install a normal Observer in each and every created object.
EDIT 2
I will accept an answer that solves problem 1 (bold one in the enumeration above) or describes why the whole thing is a very bad idea.
Use the curiously recurring template pattern.
template<typename T> class watcher {
typename std::list<T>::iterator it;
watcher();
~watcher();
void ctord(T*);
void dtord(T*);
};
template<typename T> class Observer {
public:
typedef std::list<T*> ptr_list;
static ptr_list ptrlist;
typedef typename ptr_list::iterator it_type;
it_type it;
typedef std::list<watcher<T>*> watcher_list;
static watcher_list watcherlist;
typedef typename watcher_list::iterator watcher_it_type;
Observer() {
ptrlist.push_back(this);
it_type end = ptrlist.end();
end--;
it = end;
for(watcher_it_type w_it = watcherlist.begin(); w_it != watcherlist.end(); w_it++)
w_it->ctord(this);
}
~Observer() {
ptrlist.erase(it);
for(watcher_it_type w_it = watcherlist.begin(); w_it != watcherlist.end(); w_it++)
w_it->ctord(this);
}
};
class A : public Observer<A> {
};
class B : public Observer<B> {
};
class C : public A, public B, public Observer<C> {
// No virtual inheritance required - all the Observers are a different type.
};
template<typename T> watcher<T>::watcher<T>() {
Observer<T>::watcherlist.push_back(this);
it = watcherlist.end();
it--;
}
template<typename T> watcher<T>::~watcher<T>() {
Observer<T>::watcherlist.erase(it);
}
template<typename T> void watcher<T>::ctord(T* ptr) {
// ptr points to an instance of T that just got constructed
}
template<typename T> void watcher<T>::dtord(T* ptr) {
// ptr points to an instance of T that is just about to get destructed.
}
Not just that, but you can inherit from Observer multiple times using this technique, as two Observer<X> and Observer<Y> are different types and thus doesn't require diamond inheritance or anything like that. Plus, if you need different functionality for Observer<X> and Observer<Y>, you can specialize.
Edit # Comments:
class C DOES inherit from Observer<A> and Observer<B> through A and B, respectively. It doesn't need to know or care whether or not they're being observed. A C instance will end up on all three lists.
As for ctord and dtord, I don't actually see what function they perform. You can obtain a list of any specific type using Observer::ptrlist.
Edit again: Oooooh, I see. Excuse me a moment while I edit some more. Man, this is some of the most hideous code I've ever written. You should seriously consider not needing it. Why not just have the objects that need to be informed about the others do their creation?
Issue 1 isn't easily solved (in fact I think it's impossible to fix). The curiously recurring template idea comes closest to solving it, because the base class encodes the derived type, but you'll have to add a base to every derived class, if you really insist on knowing the derived type when the base is being constructed.
If you don't mind performing your actual operations (other than the bookkeeping, I mean) or examining the list outside the constructor or destructor of each object, you could have it (re)build the minimal list only when the operation is about to be performed. This gives you a chance to use the fully-constructed object, and makes it easier to solve issue 2.
You'd do this by first having a list of objects that have been constructed, but aren't on the 'full' list. And the 'full' list would contain two pointers per constructed object. One is the pointer to the base class, which you'll store from the Observable constructor, possibly multiple times during the construction of a single object. The other is a void *, pointing to the most derived part of the object -- use dynamic_cast<void *> to retrieve this -- and is used to make sure that each object only appears once in the list.
When an object is destroyed, if it has multiple Observable bases, each will try to remove itself from the lists, and when it comes to the full list, only one will succeed -- but that's fine, because each is equally good as an arbitrary base of that object.
Some code follows.
Your full list of objects, iterable in as straightforward a fashion as std::map will allow. (Each void * and each Observable * is unique, but this uses the Observable * as the key, so that it's easy to remove the entry in the Observable destructor.)
typedef std::map<Observable *, void *> AllObjects;
AllObjects allObjects;
And your list of objects that have been constructed, but aren't yet added to allObjects:
std::set<Observable *> recentlyConstructedObjects;
In the Observable constructor, add the new object to the list of pending objects:
recentlyConstructedObjects.insert(this);
In the Observable destructor, remove the object:
// 'this' may not be a valid key, if the object is in 'allObjects'.
recentlyConstructedObjects.erase(this);
// 'this' may not be a valid key, if the object is in 'recentlyConstructedObjects',
// or this object has another Observable base object and that one got used instead.
allObjects.erase(this);
Before you're about to do your thing, update allObjects, if there've been any objects constructed since last time it was updated:
if(!recentlyConstructedObjects.empty()) {
std::map<void *, Observable *> newObjects;
for(std::set<Observable *>::const_iterator it = recentlyConstructedObjects.begin(); it != recentlyConstructedObjects.end(); ++it)
allObjectsRev[dynamic_cast<void *>(*it)] = *it;
for(std::map<void *, Observable *>::const_iterator it = newObjects.begin(); it != newObjects.end(); ++it)
allObjects[it->second] = it->first;
recentlyConstructedObjects.clear();
}
And now you can visit each object the once:
for(std::map<Observable *,void *>::const_iterator it = allObjects.begin(); it != allObjects.end(); ++it) {
// you can dynamic_cast<whatever *>(it->first) to see what type of thing it is
//
// it->second is good as a key, uniquely identifying the object
}
Well... now that I've written all that, I'm not sure whether this solves your problem. It was interesting to consider nonetheless.
(This idea would solve one of the problems with the curiously recurring template, namely that you have lots of base objects per derived object and it's harder to disentangle because of that. (Unfortunately, no solution to the large number of base classes, sorry.) Due to the use of dynamic_cast, of course, it's not much use if you call it during an object's construction, which is of course the advantage of the curiously recurring thing: you know the derived type during the base's construction.
(So, if your'e going with that style of solution, AND you are OK with performing your operations outside the construction/destruction stage, AND you don't mind the (multiple) base classes taking up space, you could perhaps have each base's constructor store some class-specific info -- using typeid, perhaps, or traits -- and merge these together when you build the larger list. This should be straightforward, since you'll know which base objects correspond to the same derived object. Depending on what you're trying to do, this might help you with issue 3.)
Take a look at Signals and Slots especially Boost Signals and Slots

Need help with map (c++, STL)

Actually I'm new to C++. I tried something out (actually the map container) but it doesn't work the way I assumed it will... Before posting my code, I will explain it shortly.
I created 3 classes:
ClassA
ClassDerivedA
ClassAnotherDerivedA
The two last ones are derived from "ClassA".
Further I created a map:
map<string,ClassA> test_map;
I put some objects (from Type ClassDerivedA and ClassAnotherDerivedA) into the map. Keep in mind: the mapped value is from type "ClassA". This will only work because of Polymorphism. Finally I created an iterator which runs over my map and compares the user input with my keys in the map. If they match, it will call a specific method called "printOutput".
And there is the Problem:
Although i declared "printOutput" as "virtual" the only method called is the one from my base class, but why?
and here is the code:
#include <iostream>
#include <map>
using namespace std;
class ClassA
{
public:
virtual void printOutput() { cout << "ClassA" << endl; }
};
class ClassDerivedA : public ClassA
{
public:
void printOutput() { cout << "ClassDerivedA" << endl; }
};
class ClassAnotherDerivedA: public ClassA
{
public:
void printOutput() { cout << "ClassAnotherDerivedA" << endl; }
};
int main()
{
ClassDerivedA class_derived_a;
ClassAnotherDerivedA class_another_a;
map<string,ClassA> test_map;
test_map.insert(pair<string,ClassA>("deriveda", class_derived_a));
test_map.insert(pair<string,ClassA>("anothera", class_another_a));
string s;
while( cin >> s )
{
if( s != "quit" )
{
map<string,ClassA>::iterator it = test_map.find(s);
if(it != test_map.end())
it->second.printOutput();
}
else
break;
}
}
The problem is slicing. You are storing ClassA values in your map. When you store derived class instances into the map, the get sliced into ClassA objects. You'll need to store pointers in your map instead of values.
See this for more info on slicing: What is object slicing?
C++ is not Java. You cannot store a derived type in a variable of a base type. For example:
Base b = Derived();
will only store the Base part of Derived in the variable b. In order to get polymorphic behaviour, you would need to use pointers, and create the derived class dynamically:
Base * b = new Derived();
The same goes for C++ containers - you need:
map <string, Base *> m;
All of this should be covered in every introductory C++ text book - which one are you using?
You are experiencing "slicing". To get the virtual functions to work properly, you need to call them using a pointer or a reference. In other words, your map should contain pointers to ClassA:
map<string, ClassA *> test_map
Please remember to delete them when you are done, or use smart pointers.
Here's more on slicing: here, here, and here