Instance of a subclass in a parent class - c++

I have two classes in a class hierarchy where a parent class needs to have an instance of a class derived from it as a member variable. As an example:
class B;
class A {
public:
B* binst;
A();
};
class B : public A {
};
A::A() {
binst = new B;
}
Obviously, this causes an infinite recursion in the constructors, because to create a new B you have to call A's constructor, which creates a new B which calls A's constructor, and so ad infinitum.
Is there a way around this? The problem I'm having in this is that A has to have a B in it, but B must be derived from A, and there's not a way to prevent that.
To get an idea of why I need to do this, consider an object oriented hierarchy for a scripting language (like python or ruby or lua, etc):
All instances of anything are derived from a base class, Object.
Object has a method lookup table, which is an instance of MethodTable.
MethodTable is derived from Object, and must be, for the scripting language to be able to operate on it.

"Object has a method lookup table"
"MethodTable is derived from Object"
Putting aside coding concerns, do these statements really make sense together from even a conceptual standpoint? Should a MethodTable have its own MethodTable which then has its own MethodTable... etc?
I'd say it sounds like you need to refactor your concepts a bit. For instance, perhaps Object itself should somehow be responsible for exposing the necessary pieces of its MethodTable member. Thus not requiring MethodTable itself to be an Object. (There may be various other feasible designs too. It's hard to say without deeper knowledge of the actual project.)

Edit: Typically, compiler/implementation-internal types don't derive from language-dependent types. If you look at the internals of Java, their inheritance implementation won't derive from Object. Object is a language construction, it's part of your language's interface. A method table is part of the implementation. A method table should not be operated on by the language, it should be operated on by the implementation.
Moreover, enforced deriving from Object is a stupid thing to do and it happens because you didn't consider the language design and how the users were going to write generic code properly. This is especially true in dynamically typed languages like Lua or Python.

Object could have a private MethodTableImpl member and a public getter that returns a MethodTable. MethodTable contains a MethodTableImpl and derives from Object.

I don't know the purpose of your classes but here is a suggestion :
class A
{
public:
virtual void func DoIt () = 0;
...
};
class B : public virtual A
{
public:
};
class C : public virtual A ,B
{
void func DoIt () { /* statements */ }
};
now there is only 1 instance of class A.

It would be helpful to understand exactly are you trying to achieve via this construct.
As you've noted yourself, this is effectively like having A's constructor construct an instance of A, and that's an unavoidable path to stack overflow.
A more general solution would be to provide a set_subclass method for a pointer to an instance of A, which could then be populated by any subclass of A, not just B.
class A {
public:
A();
virtual ~A();
set_subclass(A* sub) { subclass = sub; }
private:
A* subclass;
};

// List(1) or Stream(2) using inheritance
struct B;
struct A {
B *inst;
A(B *inst_) : inst(inst_) {}
A() : inst(0) {}
};
struct B : A {
B(B *_inst) : A(inst) {}
// chose option 1 or 2
B() : A() {} // option 1: List
B() : A(0) {} // same as above
B() : A(this) {} // option 2: Stream
};
auto B3 = new B(new B( new B));
// This is either a length 3 list (1)
// or a stream (2) implemented by self ref 3rd element

You can make a constructor for class A which accepts a pointer to an object to class B and assign this pointer instead of allocating a new B:
A::A(B* b) : binst (b) {}
And in the construct of class B you pass 'this' in constructor of A:
B::B() : A(this) {}
The compiler will probably complain about it, but you can try. (It is ugly, though.)
Note that you can NOT use the binst pointer to access object B in A's constructor, because it's not fully constructed yet.

Does it actually need the binst as a member, or does it simply need to access it?
class B;
class A {
public:
B& binst(); //throws exception if not derived from B
A() {}
virtual ~A() {} //effectively required for the dynamic_cast
void foo();
};
class B : public A {
public:
void bar() {};
};
B& A::binst() {return dynamic_cast<B&>(this);}
void A::foo() {return binst().bar();}

Related

how to use decorator pattern to directly modify members of base class?

Base class A:
class A {
public:
A() {}
~A() {}
void methodOfA() { fill(array_.begin(), array_.end(), 100); }
private:
vector<int> array_;
};
Decorator class B:
class B: public A {
A* a_;
public:
B(A* a) { a_ = a; }
~B() {}
A* getA() { return a_; }
};
Now if I create an instance of B and use it like the following:
A a;
B b(&a);
b.methodOfA();
I want b to access or change everything that a has. To do that, one can use:
b.getA()->methodOfA();
This does not look good to me, is there any way to do something like:
b.methodOfA();
but achieve the same effect as b.getA()->methodOfA(); Note that A may not have a copy constructor to copy everything to B and I want everything done to b that happen in a.
To clarify:
If I override every member functions of A (e.g. methodOfA()) in B, I can achieve what I want above. But there are about 50 functions in A to override. Is there any better solution?
First of all, A::methodOfA() needs to be virtual.
Then, in B, you need to add this:
virtual void methodOfA() { a_->methodOfA(); }
That's the decorator pattern.
Theoretically there could be a utility which, given a class, automatically generates a decorator for it, but I am not aware of any.
There is a number of things you can do to reduce the number of methods of A so as to make writing your decorator easier:
Combine multiple methods which do not really need to be different into one. For example, raiseFlag() and lowerFlag() can become setFlag( bool flag ).
Extract the public interface of A into a separate class I, and make both A and B extend I. Then, remove utility methods of A (methods implemented by invoking other methods of the same interface) put them in I, and make them non-virtual. So, you will have a reference to an I which implements some methods by itself, (invoking other methods on itself,) and this I will be implemented by an instance of B in which each virtual method delegates to (decorates) the corresponding virtual method of an instance of A.
Also, please note that the problem with implementing the decorator pattern by writing one decorator method for each method in the original interface is just a fact of life and irrelevant to elegance. In engineering, elegance is about avoiding hacks, not about saving keystrokes.
I see two solutions:
1 - Private inheritance
struct A {
void stuff() {}
};
struct B : private A {
using A::stuff;
};
int main() {
B b;
b.stuff(); // OK
}
You'll need to list all of A's methods, but you don't have to redefine anything.
2 - Operator overloading
struct A {
void stuff() {}
};
struct B {
A *operator -> () {
return &a;
}
A a;
};
int main() {
B b;
b->stuff(); // Yuck. But OK.
}
On one hand, you can't have the b.stuff() syntax without implementing the stuff method in either B or one of its bases. On the other hand, overloading an operator may not be intuitive to user code. I guess you'll have to choose your poison.

Virtual but not multiple inheritance to call grandparent constructor

I'm having this kind of code:
class Ref {<undefined>};
Ref refObjectForA, refObjectForB;
class Base
{
public:
Base(const Ref & iRef) : _ref(iRef) {}
virtual ~Base() {}
const Ref & ref;
};
class A: public Base
{
public:
A() : Base(refObjectForA) {}
virtual ~A() {}
};
class B: public A
{
public:
B() : Base(refObjectForB) {} // won't compile: Base is not direct base of B
virtual ~B() {}
};
As the attribute is a reference, I think I can only set it in constructor, so I need to call Base constructor in B().
I've found two ways: providing a "forward" constructor in A (but this implies adding code in all classes that might be inherited):
A(const Ref& iRef): Base(iRef)
or using virtual inheritance:
class A: public virtual Base
Second option allows more straightforward code in B implementation but I'm wondering if I'm misusing virtual inheritance in an ugly trick or if it is a valid usecase.
Can I use virtual inheritance in this case?
If no, for what reason?
One of the "unexpected" behaviors I've found is that it's not possible to static_cast a Base pointer to a B pointer because of the virtual inheritance.
Moreover I'm also wondering why it works (I mean why a B().ref == refObjectForB): I would think that the implicit call to default A() constructor in B() would overwrite the ref attribute after explicit Base constructor, but maybe it's not true with virtual inheritance.
The best option I can see if you want to stick to your inheritance hierarchy is to implement protected constructors taking a reference which they'll forward to the Base class. Making a constructor protected makes sure that a (final) instance can't be constructed using this constructor, so it will only be used in subclasses to initialize the super classes.
With some more or less ugly and dangerous macro, this becomes easy to be written:
#define REF_FORWARD_CTOR(ClassName, DirectSuperClassName) \
protected: ClassName(class Ref &r) : DirectSuperClassName(r) {} \
public:
class A : public Base
{
REF_FORWARD_CTOR(A, Base)
public:
A() : Base(refObjectForA) {} // normal ctor
};
class B : public A
{
REF_FORWARD_CTOR(B, A)
public:
B() : A(refObjectForB) {} // normal ctor
};
An alternative design would be to let A and B both derive (directly) from Base. Then, add functionalities by using multiple inheritance and "common classes", maybe private, depending on what they are for:
class Base {
};
class Common {
// common stuff used by both A and B
};
class A : public Base, public Common {
// no further stuff here
};
class B : public Base, public Common {
// add more stuff, or put it in a common super-class again,
// if some classes want to inherit from B again
};
The problem with this design is that functionality in Common can't access the stuff in A and B. To solve this, do one of the following:
If only static stuff is required: Use CRTP to specify A / B in a concrete Common type: Common<A> can then use A::..., but doesn't have anything to do with a concrete instance of A
If an instance is required: provide a pointer / reference in the constructor of Common (slight overhead)
Putting the first two solutions together: Use CRTP, implement wrapper functions in A and B which call functions in Common<A> and Common<B> providing this (which is a A* or B* via an extra parameter.
Same as above, but the class Common can also be non-templated (no CRTP) if you overload / template these functions on this pointer argument ("CRTP on functions", if you want to call it like that). Code speaks louder than words. (Example code is without your references and focuses on the "common class".)
Yes you can technically use virtual inheritance to achieve the goal of providing the reference in the most derived class.
And yes, that's a design smell.
Your classes should not need to be aware of anything but their immediate bases (virtual inheritance is the exception to the rule, when it's needed for other reasons).
Sticking to the proposed classes hierarchy, in order to solve the problem it is enough to use the "using-declaration" to bring the Base's constructor to the protected part of the class A, i.e.:
class A: public Base
{
public:
A() : Base(refObjectForA) {}
virtual ~A() {}
protected:
using Base::Base;
};

How to correctly inherit from a base class whose destructor is not virtual?

I want to inherit from class A, but A's destructor is not virtual and I cannot modify A's definition. How to avoid the following case?
struct A
{
A()
: a(new char[8])
{}
~A()
{
delete[] a;
}
char* a;
}
struct B : A
{
B()
: A(), b(new char[8])
{}
~B()
{
delete[] b;
}
char* b;
};
int main()
{
A* p_a = new B;
delete p_a; // How to avoid such a dangerous deletion?
}
If the base class doesn't have a virtual destructor and you can't modify the class definition, you're pretty much out of luck. As a general rule of thumb, you probably shouldn't use public inheritance with a base class that doesn't have a virtual destructor.
Maybe you can try using composition instead of inheritance? Place an instance of A in B, and provide public member functions that wrap calls to member functions of A.
You can use struct B : private A so that A is an inaccessible base of B.
Just make the A a data member instead of a base class.
By the way, the classes violate the rule of three, which is an invitation to disaster. What if an instance is copied. Better use standard library containers instead of explicit new and delete.

a way in c++ to hide a specific function

i have an inheritance struct A : public B, i want to hide individual functions from B, is this possible?
i know the opposite is possible using using BMethod in the A declaration.
cheers
If you want to selectively hide functions from B it does not make much sense to use public inheritance in the first place.
Use private inheritance & selectively bring methods from B into the scope of A:
struct B{
void method1(){};
void method2(){};
};
struct A : private B{
using B::method1;
};
A a;
a.method1();
a.method2(); //error method2 is not accesible
There is an issue here: this would be a direct violation of the Liskov Substitution Principle, namely A would not act as a B any longer.
If you wish to reuse B implementation, the solution is simply to do so:
class A
{
public:
void foo() { return b.foo(); }
void bar() { return b.bar(); }
// ...
private:
B b;
};
Don't abuse inheritance, use composition instead
The using keyword can be used to change visibility
struct A
{
void method1();
};
struct B: public A
{
void method2();
private:
using A::method1;
};
Aside from the ways described in the previous answers—composition, private inheritance, and non-private inheritance but with the inherited method declared private—another way is to explicitly delete the inherited method:
#include <iostream>
struct A {
void foo() { std::cout << "foo\n"; }
};
struct B : A {
void foo() = delete;
};
int main() {
B b;
b.foo(); // COMPILER ERROR
}
Although the b.foo() call produces a compiler error, client code can still call the base class’s version by qualifying with the base class identifier A:
b.A::foo(); // compiles, outputs 'foo' to console
This explicit deletion way works when foo is not a virtual non-deleted method in A. By C++11 Standard §10.3/16, this explicit deletion is ill-formed when the deleted method in the derived class overrides a virtual non-deleted method of the base class. For more info on this restriction, see the answers to the SO question C++11 Delete Overriden Method.
You can't "hide it" per se, but you can make it a compile time error to call it. Example:
struct A
{
void AMethod() {}
};
class B : public A
{
void AMethod() {} //Hides A::AMethod
};
int main()
{
B myB;
myB.AMethod(); //Error: AMethod is private
static_cast<A*>(&myB)->AMethod(); //Ok
return 0;
}
Examples on codepad with the error, and without.
That all said, despite this being possible, you really shouldn't do it. You'll confuse the hell out of clients.
EDIT: Note that you can also do this with virtual functions (And with the error).
To those that are suggesting composition... this might not be the best possible way of going about things. My understanding is that the Liskov Substitution Principle only states that there's the possibility of the functions from the base class being used on the child, not that they necessarily should be. For example, for a particular base class you may have multiple functions that essentially perform the same operation, but for different specific cases. In the derived class you may want to abstract these public functions away in favor of simplifying the user's interface. This is where private inheritance can be used. Private inheritance might also be a necessity, if we have protected functions in the base class that we don't want the user of the base class to call, yet would be invaluable to the derived class.
In short, if you HAVE to, use private inheritance, but composition is preferred in most cases.
There is yet another approach.
class A{
void f1();
void f2();
void f3();
}
class BInterface{
void f2();
void f3();
}
class B : public A, BInterface
{
}
BInterface b = new B();
b->f1(); //doesn't work since f1 is not declared in BInterface
b->f2(); //should work
b->f3(); //should work
delete(b);
Use BInterface as a filter for inherited classes to exclude undesirable methods. Liskov Substitution principle isn't violated in this case since an object of BInterface class is not an object of A class even though that an object of B class is an object of BInterface class.
If the methods are private in B, then they will remain hidden to a even if you use public inheritance.
Can't alter the visibility of the original method.
You could create a method in struct A with the same name and have that method be private, but that doesn't prevent the method from being called when an instance of struct A is being referenced by a variable of type B.
Why don't you make it Virtual in the base class and override it in its Children? (more help)

How to expose a member objects interface in C++

C++ : I have a basic object (object A) that contains a member object (object B). The member object interface (object B) needs to be fully exposed through the pointer to object A. What's the best way to do this? I could place the object as a public member but this feels like a hack. I could write wrappers for all B's interface in A but this feels ugly. I could merge the objects but I am doing class serialization to XML so having distinct classes is cleaner. I thought about friend classing but I don't think that applies to this situation.
What is the standard way to resolve this type of issue?
Let B implement an interface IB. A manages an instance of B internally and has a getter getB that returns the IB interface of the private B instance. If you want to protect the B instance, you can make the IB methods const and also hide the destructor (by making it private in IB).
class IB {
private:
~IB();
public:
virtual void method1() = 0;
virtual void method2() = 0;
};
class B : public IB {
public:
virtual void method1() {};
virtual void method2() {};
void destruct() { delete this; }
};
class A {
private:
B myB;
public:
IB *getB() { return &myB; }
};
(This is just to give an idea. It's been 3+ years since I last touched C++. I could have made some blatant errors.)
I reject the notion that doing this at all is a good idea, but I would make it a public member. If you don't like that you can have a getB() method. If possible, I would make it return a const reference instead of a normal reference.
Overload the -> operator in A and in the implementation return the pointer variable of type B.
But as you know you will not be able to access A's members through A's pointer and ->. Also it has the risk of causing confusion who ever read the code.
I meant something like this.
struct A
{
B *p;
B * operator -> ()
{
return p;
}
};