c++ redefine a class - c++

I would like to redefine a class in c++ (non clr). Here's the reason
class BabyClass
{
public:
string Name;
int getSiblings(MainClass &mclass)
{
int c = mclass.size();
for(int i=c;i>0;--i)
{
if(mclass.at(i).Name != Name)
cout << mclass.at(i).Name;
}
}
}
class MainClass
{
public:
vector<BabyClass> babies;
}
now of course this isn't my real code, but I think you can see the problem.
I want my baby class to have access to the main class, the problem is at compile time it doesn't know the MainClass exists, so to fix it normally I would put the MainClass above the BabyClass, but if I do that I can't have a vector of BabyClass's because the compiler wouldn't know about the BabyClass.
I know with functions you can do something like
int function(string hello);
then later
int function(string hello)
{
code
}
or use virtual functions and such. Any idea's how I would do this with classes? Thanks.
And by the way, I know someone is going to ask if it's really necessary, so yes, it is.

Try this arrangement which forward declares MainClass.
class MainClass;
class BabyClass
{
public:
string Name;
int getSiblings(MainClass &mclass);
};
class MainClass
{
public:
vector<BabyClass> babies;
};
int BabyClass::getSiblings(MainClass &mclass)
{
// your code which uses mclass
return 0;
}
int main(){}
BTW, this is not called redefine. The technique is to forward declare and then define it.

Related

C++ Default Constructor Not Found

I'm having a problem with some code in Visual C++ 2010 Express. I'm trying to make a class that has a constructor that accepts an argument which has a default value. Here's a short program that shows what I'm trying to achieve:
//Class declaration
class Class {
private:
int mValue;
public:
Class(int);
int GetValue();
};
Class::Class(int val=1) : mValue(val)
{
}
int Class::GetValue()
{
return mValue;
}
int main()
{
Class test;
cout << test.GetValue() << endl;
}
Now this seems to work fine. If I replace Class test with Class test(10), say, mValue is initialised correctly.
However, in a second program I'm trying to do exactly the same thing. I have a class defined like this:
namespace mobs {
Class Monster {
private:
mHitPoints;
public:
Monster(int);
int GetHitPoints() const;
};
}
with the implementation of the functions like this:
namespace mobs {
Monster::Monster(int hp=10) : mHitPoints(hp)
{
}
int Monster::GetHitPoints() const
{
return mHitPoints;
}
}
but when I try to declare a class and use the GetHitPoints() function like so:
mobs::Monster testmonster;
cout << testmonster.GetHitPoints() << endl;
Visual C++ tells me that "no default constructor exists for class mobs::Monster". Why is this?
The default value belongs in the declaration, not the definition. Move the =10 to your header file:
Monster(int hp = 10).
In the implementation, you don't even need the default value. I usually use:
Monster::Monster(int hp /*=10*/)
just to make it clear there's a default.
The constructor is ambigious. that's why.
if you have two constructors
Monster(){}
Monster(x=10){}
and you make a call
Monster m();
How should the compiler know whether you mean the first or second constructor
Instead Define it as follows
class Class {
private:
int mValue;
public:
Class(int val) :mValue(val){}
Class() :mValue(1){}
};

Defining two classes inside a class, and accessing its members

I'm trying to access members of a classC from classB, both classC and classB are inside classA. Here is what I'm trying to do;
//hello.h
class hello{
public:
hello();
class letters{
public:
letters();
void setName(char n);
char getName();
private:
char name;
}
class sayHi{
public:
sayHi();
void onJoin();
}
}
//hello.cpp
hello::hello(){}
hello::letters(){}
hello::sayHi(){}
void hello::letters::setName(char n){
hello::letters::name = n; //trying to access the private variable 'name' inside class letters
}
char hello::letters::getName(){
return hello::letters::name = n;
}
void hello::sayHi::onJoin(){
cout<< hello::letters::getName() <<endl;
}
I know i'm doing it wrong, am I supposed to create instances of each class and call the members?
Yes, you're supposed to create instances of the classes.
These are frequently called "objects", which is why they call it "object-oriented programming".
First, your getName and setName should look like this:
void hello::letters::setName(char n) {
name = n;
}
char hello::letters::getName() const { // Declaration should also say "const".
return name;
}
With that out of the way, any sayHi instance needs to know which letters to say "Hi" to, which means that you need to tell it.
This is usually done by passing a parameter to the method that needs to know:
class sayHi{
public:
sayHi();
void onJoin(const letters& who)
{
cout << who.getName() << endl;
}
};
which you would use somewhat like this:
int main()
{
hello::letters letter;
letter.setName('p');
hello::sayHi greeter;
greeter.onJoin(letter);
}
What is the error you are getting ? where have you created objects for accessing these methods ? Also
return hello::letters::name = n;
this line is wrong, it should be
return hello::letters::name;

How to access private data members outside the class without making "friend"s? [duplicate]

This question already has answers here:
Can I access private members from outside the class without using friends?
(27 answers)
Closed 6 years ago.
I have a class A as mentioned below:-
class A{
int iData;
};
I neither want to create member function nor inherit the above class A nor change the specifier of iData.
My doubts:-
How to access iData of an object say obj1 which is an instance of class A?
How to change or manipulate the iData of an object obj1?
Note: Don't use friend.
Here's a way, not recommended though
class Weak {
private:
string name;
public:
void setName(const string& name) {
this->name = name;
}
string getName()const {
return this->name;
}
};
struct Hacker {
string name;
};
int main(int argc, char** argv) {
Weak w;
w.setName("Jon");
cout << w.getName() << endl;
Hacker *hackit = reinterpret_cast<Hacker *>(&w);
hackit->name = "Jack";
cout << w.getName() << endl;
}
Bad idea, don't do it ever - but here it is how it can be done:
int main()
{
A aObj;
int* ptr;
ptr = (int*)&aObj;
// MODIFY!
*ptr = 100;
}
You can't. That member is private, it's not visible outside the class. That's the whole point of the public/protected/private modifiers.
(You could probably use dirty pointer tricks though, but my guess is that you'd enter undefined behavior territory pretty fast.)
EDIT:
Just saw you edited the question to say that you don't want to use friend.
Then the answer is:
NO you can't, atleast not in a portable way approved by the C++ standard.
The later part of the Answer, was previous to the Q edit & I leave it here for benefit of >those who would want to understand a few concepts & not just looking an Answer to the >Question.
If you have members under a Private access specifier then those members are only accessible from within the class. No outside Access is allowed.
An Source Code Example:
class MyClass
{
private:
int c;
public:
void doSomething()
{
c = 10; //Allowed
}
};
int main()
{
MyClass obj;
obj.c = 30; //Not Allowed, gives compiler error
obj.doSomething(); //Allowed
}
A Workaround: friend to rescue
To access the private member, you can declare a function/class as friend of that particular class, and then the member will be accessible inside that function or class object without access specifier check.
Modified Code Sample:
class MyClass
{
private:
int c;
public:
void doSomething()
{
c = 10; //Allowed
}
friend void MytrustedFriend();
};
void MytrustedFriend()
{
MyClass obj;
obj.c = 10; //Allowed
}
int main()
{
MyClass obj;
obj.c = 30; //Not Allowed, gives compiler error
obj.doSomething(); //Allowed
//Call the friend function
MytrustedFriend();
return 0;
}
http://bloglitb.blogspot.com/2010/07/access-to-private-members-thats-easy.html
this guy's blog shows you how to do it using templates. With some modifications, you can adapt this method to access a private data member, although I found it tricky despite having 10+ years experience.
I wanted to point out like everyone else, that there is an extremely few number of cases where doing this is legitimate. However, I want to point out one: I was writing unit tests for a software suite. A federal regulatory agency requires every single line of code to be exercised and tested, without modifying the original code. Due to (IMHO) poor design, a static constant was in the 'private' section, but I needed to use it in the unit test. So the method seemed to me like the best way to do it.
I'm sure the way could be simplified, and I'm sure there are other ways. I'm not posting this for the OP, since it's been 5 months, but hopefully this will be useful to some future googler.
In C++, almost everything is possible! If you have no way to get private data, then you have to hack. Do it only for testing!
class A {
int iData;
};
int main ()
{
A a;
struct ATwin { int pubData; }; // define a twin class with public members
reinterpret_cast<ATwin*>( &a )->pubData = 42; // set or get value
return 0;
}
There's no legitimate way you can do it.
Start making friends of class A. e.g.
void foo ();
class A{
int iData;
friend void foo ();
};
Edit:
If you can't change class A body then A::iData is not accessible with the given conditions in your question.
iData is a private member of the class. Now, the word private have a very definite meaning, in C++ as well as in real life. It means you can't touch it. It's not a recommendation, it's the law. If you don't change the class declaration, you are not allowed to manipulate that member in any way, shape or form.
It's possible to access the private data of class directly in main and other's function...
here is a small code...
class GIFT
{
int i,j,k;
public:
void Fun()
{
cout<< i<<" "<< j<<" "<< k;
}
};
int main()
{
GIFT *obj=new GIFT(); // the value of i,j,k is 0
int *ptr=(int *)obj;
*ptr=10;
cout<<*ptr; // you also print value of I
ptr++;
*ptr=15;
cout<<*ptr; // you also print value of J
ptr++;
*ptr=20;
cout<<*ptr; // you also print value of K
obj->Fun();
}
friend is your friend.
class A{
friend void foo(A arg);
int iData;
};
void foo(A arg){
// can access a.iData here
}
If you're doing this regularly you should probably reconsider your design though.
access private members outside class ....only for study purpose ....
This program accepts all the below conditions
"I dont want to create member function for above class A. And also i dont want to inherit the above class A. I dont want to change the specifier of iData."
//here member function is used only to input and output the private values ...
//void hack() is defined outside the class...
//GEEK MODE....;)
#include<iostream.h>
#include<conio.h>
class A
{
private :int iData,x;
public: void get() //enter the values
{cout<<"Enter iData : ";
cin>>iData;cout<<"Enter x : ";cin>>x;}
void put() //displaying values
{cout<<endl<<"sum = "<<iData+x;}
};
void hack(); //hacking function
void main()
{A obj;clrscr();
obj.get();obj.put();hack();obj.put();getch();
}
void hack() //hack begins
{int hck,*ptr=&hck;
cout<<endl<<"Enter value of private data (iData or x) : ";
cin>>hck; //enter the value assigned for iData or x
for(int i=0;i<5;i++)
{ptr++;
if(*ptr==hck)
{cout<<"Private data hacked...!!!\nChange the value : ";
cin>>*ptr;cout<<hck<<" Is chaged to : "<<*ptr;
return;}
}cout<<"Sorry value not found.....";
}

Several C++ classes need to use the same static method with a different implementation

I need several C++ classes to have a static method "register", however the implementation of register varies between those classes.
It should be static because my idea is to "register" all those classes with Lua (only once of course).
Obviously I can't declare an interface with a static pure virtual function. What do you guys suggest me to do ? Simplicity is welcome, but I think some kind of template could work.
Example of what I would like to achieve
class registerInterface
{
public:
static virtual void register() = 0; //obviously illegal
};
class someClass: public registerInterface
{
static virtual void register()
{
//I register myself with Lua
}
}
class someOtherClass: public registerInterface
{
static virtual void register()
{
//I register myself with Lua in a different way
}
}
int main()
{
someClass::register();
someOtherClass::register();
return 0;
}
Based on how you've described the problem, it's unclear to me why you even need the 'virtual static method' on the classes. This should be perfectly legal.
class SomeClass {
static void register(void) {
...
}
}
class SomeOtherClass {
static void register(void) {
...
}
}
int main(int argc, char* argv[]) {
SomeClass::register();
SomeOtherClass::register();
return 0;
}
Drop the RegisterInterface, I don't think you need it.
If it helps, you could take Hitesh's answer, and add:
struct luaRegisterManager {
template <typename T>
void registrate() {
T::registrate();
// do something else to record the fact that we've registered -
// perhaps "registrate" should be returning some object to help with that
}
};
Then:
int main() {
luaRegisterManager lrm;
lrm.registrate<someClass>();
lrm.registrate<someOtherClass>();
}
More generally, if you want to introduce any dynamic polymorphism in C++, then you need an object, not just a class. So again, perhaps the various register functions should be returning objects, with some common interface base class registeredClass, or classRegistrationInfo, or something along those lines.
Could provide an example of what you feel it is that you need dynamic polymorphism for? Hitesh's code precisely matches your one example, as far as I can see, so that example must not cover all of your anticipated use cases. If you write the code that would be using it, perhaps it will become clear to you how to implement it, or perhaps someone can advise.
Something else that might help:
#include <iostream>
#include <string>
#include <vector>
struct Registered {
virtual std::string name() = 0;
virtual ~Registered() {}
Registered() {
all.push_back(this);
}
static std::vector<Registered*> all;
};
std::vector<Registered*> Registered::all;
typedef std::vector<Registered*>::iterator Iter;
template <typename T>
struct RegisteredT : Registered {
std::string n;
RegisteredT(const std::string &name) : n(name) { T::registrate(); }
std::string name() { return n; }
// other functions here could be implemented in terms of calls to static
// functions of T.
};
struct someClass {
static Registered *r;
static void registrate() { std::cout << "registering someClass\n"; }
};
Registered *someClass::r = new RegisteredT<someClass>("someClass");
struct someOtherClass {
static Registered *r;
static void registrate() { std::cout << "registering someOtherClass\n"; }
};
Registered *someOtherClass::r = new RegisteredT<someOtherClass>("someOtherClass");
int main() {
for (Iter it = Registered::all.begin(); it < Registered::all.end(); ++it) {
std::cout << (*it)->name() << "\n";
}
}
There are all sorts of problems with this code if you try to split it across multiple compilation units. Furthermore, this kind of thing leads to spurious reports from memory leak detectors unless you also write some code to tear everything down at the end, or use a vector of shared_ptr, Boost pointer vector, etc. But you see the general idea that a class can "register itself", and that you need an object to make virtual calls.
In C++ you usually try to avoid static initialisation, though, in favour of some sort of setup / dependency injection at the start of your program. So normally you would just list all the classes you care about (calling a function on each one) rather than try to do this automatically.
Your intentions are noble, but your solution is inkling towards "overengineering" (unless I am missing an obvious solution).
Here is one possibility: You can use the Virtual Friend function idiom For example,
class RegisterInterface{
friend void register(RegisterInterface* x){x->do_real_register();}
protected:
virtual void do_real_register();
}
class Foo : public RegisterInterface{
protected:
virtual void do_real_register(){}
};
class Bar : public RegisterInterface{
protected:
virtual void do_real_register(){}
};
int main(int argc, char* argv[]) {
BOOST_FOREACH(RegisterInterface* ri, registered_interfaces)
{
register(ri);
}
return 0;
}
I know you've already accepted an answer, but I figured I would write this up anyway. You can have self-registering classes if you use some static initialization and the CRTP:
#include <vector>
#include <iostream>
using namespace std;
class RegisterableRoot // Holds the list of functions to call, doesn't actually need
// need to be a class, could just be a collection of globals
{
public:
typedef void (*registration_func)();
protected:
static std::vector<registration_func> s_registery;
public:
static void do_registration()
{
for(int i = 0; i < s_registery.size(); ++i)
s_registery[i]();
}
static bool add_func(registration_func func) // returns something so we can use it in
// in an initializer
{
s_registery.push_back(func);
return true;
}
};
template<typename RegisterableType> // Doesn't really need to inherit from
class Registerable : public RegisterableRoot // RegisterableRoot
{
protected:
static const bool s_effect;
};
class A : public Registerable<A> // Honestly, neither does A need to inherit from
// Registerable<T>
{
public:
static void Register()
{
cout << "A" << endl;
}
};
class B : public Registerable<B>
{
public:
static void Register()
{
cout << "B" << endl;
}
};
int main()
{
RegisterableRoot::do_registration();
return 0;
}
std::vector<RegisterableRoot::registration_func> RegisterableRoot::s_registery;
template <typename RegisterableType> // This is the "cute" part, we initialize the
// static s_effect so we build the list "magically"
const bool Registerable<RegisterableType>::s_effect = add_func(&RegisterableType::Register);
template class Registerable<A>; // Explicitly instantiate the template
// causes the equivalent of
// s_registery.push_back(&A::Register) to
// be executed
template class Registerable<B>;
This outputs
A
B
although I wouldn't rely on this order if I were you. Note that the template class Registerable<X> need not be in the same translation unit as the call to do_registration, you can put it with the rest of your definition of Foo. If you inherit from Registerable<> and you don't write a static void Register() function for your class you'll get a (admittedly probably cryptic) compiler error much like you might expect if there really was such a thing as "static virtuals". The "magic" merely adds the class specific function to the list to be called, this avoids several of the pitfalls of doing the actual registration in a static initializer. You still have to call do_registration for anything to happen.
How about this way? Define an interface class:
// IFoobar.h
class IFoobar{
public:
virtual void Register(void) = 0;
}
Then define the class that handles the register..
// RegisterFoobar.h
class RegisterFoobar{
public:
// Constructors etc...
IFoobar* fooBar;
static void RegisterFoobar(IFoobar& fubar){
foobar = &fubar;
}
private:
void Raise(void){ foobar->Register(); }
}
Now, then define another class like this
// MyFuBar.h
class MyFuBar : IFoobar{
public:
// Constructors etc...
void Register(void);
private:
RegisterFoobar* _regFoobar;
}
Call the code like this:
//MyFuBar.cpp
MyFuBar::MyFuBar(){
_regFoobar = new Foobar();
_regFoobar->RegisterFoobar(this);
}
void MyFuBar::Register(void){
// Raised here...
}
Maybe I have misunderstood your requirements...

Enforce static method overloading in child class in C++

I have something like this:
class Base
{
public:
static int Lolz()
{
return 0;
}
};
class Child : public Base
{
public:
int nothing;
};
template <typename T>
int Produce()
{
return T::Lolz();
}
and
Produce<Base>();
Produce<Child>();
both return 0, which is of course correct, but unwanted. Is there anyway to enforce the explicit declaration of the Lolz() method in the second class, or maybe throwing an compile-time error when using Produce<Child>()?
Or is it bad OO design and I should do something completely different?
EDIT:
What I am basically trying to do, is to make something like this work:
Manager manager;
manager.RegisterProducer(&Woot::Produce, "Woot");
manager.RegisterProducer(&Goop::Produce, "Goop");
Object obj = manager.Produce("Woot");
or, more generally, an external abstract factory that doesn't know the types of objects it is producing, so that new types can be added without writing more code.
There are two ways to avoid it. Actually, it depends on what you want to say.
(1) Making Produce() as an interface of Base class.
template <typename T>
int Produce()
{
return T::Lolz();
}
class Base
{
friend int Produce<Base>();
protected:
static int Lolz()
{
return 0;
}
};
class Child : public Base
{
public:
int nothing;
};
int main(void)
{
Produce<Base>(); // Ok.
Produce<Child>(); // error :'Base::Lolz' : cannot access protected member declared in class 'Base'
}
(2) Using template specialization.
template <typename T>
int Produce()
{
return T::Lolz();
}
class Base
{
public:
static int Lolz()
{
return 0;
}
};
class Child : public Base
{
public:
int nothing;
};
template<>
int Produce<Child>()
{
throw std::bad_exception("oops!");
return 0;
}
int main(void)
{
Produce<Base>(); // Ok.
Produce<Child>(); // it will throw an exception!
}
There is no way to override a static method in a subclass, you can only hide it. Nor is there anything analogous to an abstract method that would force a subclass to provide a definition. If you really need different behaviour in different subclasses, then you should make Lolz() an instance method and override it as normal.
I suspect that you are treading close to a design problem here. One of the principals of object-oriented design is the substitution principal. It basically says that if B is a subclass of A, then it must be valid to use a B wherever you could use an A.
C++ doesn't support virtual static functions. Think about what the vtable would have to look like to support that and you'll realize its a no-go.
or maybe throwing a compile-time error when using Produce<Child>()
The modern-day solution for this is to use delete:
class Child : public Base
{
public:
int nothing;
static int Lolz() = delete;
};
It helps avoid a lot of boilerplate and express your intentions clearly.
As far as I understand your question, you want to disable static method from the parent class. You can do something like this in the derived class:
class Child : public Base
{
public:
int nothing;
private:
using Base::Lolz;
};
Now Child::Lolz becomes private.
But, of course, it's much better to fix the design :)