I have a chess variants engine that plays suicide chess and losers chess along with normal chess. I might, over time, add more variants to my engine. The engine is implemented completely in C++ with proper usage of OOP. My question is related to design of such a variant engine.
Initially the project started as a suicide-only engine while over time I added other flavors. For adding new variants, I experimented using polymorphism in C++ first. For instance, a MoveGenerator abstract class had two subclasses SuicideMoveGenerator and NormalMoveGenerator and depending on the type of game chosen by user, a factory would instantiate the right subclass. But I found this to be much slower - obviously because instantiating classes containing virtual functions and calling virtual functions in tight loops are both quite inefficient.
But then it occurred to me to use C++ templates with template specialization for separating logic for different variants with maximum reuse of code. This also seemed very logical because dynamic linking is not really necessary in the context as once you choose the type of game, you basically stick with it until the end of the game. C++ template specialization provides exactly this - static polymorphism. The template parameter is either SUICIDE or LOSERS or NORMAL.
enum GameType { LOSERS, NORMAL, SUICIDE };
So once user selects a game type, appropriate game object is instantiated and everything called from there will be appropriately templatized. For instance if user selects suicide chess, lets say:
ComputerPlayer<SUICIDE>
object is instantiated and that instantiation basically is linked to the whole control flow statically. Functions in ComputerPlayer<SUICIDE> would work with MoveGenerator<SUICIDE>, Board<SUICIDE> and so on while corresponding NORMAL one will appropriately work.
On a whole, this lets me instantiate the right templatize specialized class at the beginning and without any other if conditions anywhere, the whole thing works perfectly. The best thing is there is no performance penalty at all!
The main downside with this approach however is that using templates makes your code a bit harder to read. Also template specialization if not appropriately handled can lead to major bugs.
I wonder what do other variant engine authors normally do for separation of logic (with good reuse of code)?? I found C++ template programming quite suitable but if there's anything better out there, I would be glad to embrace. In particular, I checked Fairymax engine by Dr. H G Muller but that uses config files for defining game rules. I don't want to do that because many of my variants have different extensions and by making it generic to the level of config-files the engine might not grow strong. Another popular engine Sjeng is littered with if conditions everywhere and I personally feel thats not a good design.
Any new design insights would be very useful.
"Calling virtual functions in tight loops are inefficient"
I would be pretty surprised actually if this caused any real bloat, if all the variables of the loop have the same dynamic type, then I would expect the compiler to fetch the corresponding instruction from its L1 cache and thus not suffer much.
However there is one part that worries me:
"obviously because instantiating classes containing virtual functions [is] quite inefficient"
Now... I am really surprised.
The cost of instantiating a class with virtual functions is near undistinguishable from the cost of instantiating a class without any virtual functions: it's one more pointer, and that's all (on popular compilers, which corresponds to the _vptr).
I surmise that your problem lies elsewhere. So I am going to take a wild guess:
do you, by any chance, have a lot of dynamic instantiation going on ? (calling new)
If that is the case, you would gain much by removing them.
There is a Design Pattern called Strategy which would be eminently suitable for your precise situation. The idea of this pattern is akin, in fact, to the use of virtual functions, but it actually externalize those functions.
Here is a simple example:
class StrategyInterface
{
public:
Move GenerateMove(Player const& player) const;
private:
virtual Move GenerateMoveImpl(Player const& player) const = 0;
};
class SuicideChessStrategy: public StrategyInterface
{
virtual Move GenerateMoveImpl(Player const& player) const = 0;
};
// Others
Once implemented, you need a function to get the right strategy:
StrategyInterface& GetStrategy(GameType gt)
{
static std::array<StrategyInterface*,3> strategies
= { new SuicideChessStrategy(), .... };
return *(strategies[gt]);
}
And finally, you can delegate the work without using inheritance for the other structures:
class Player
{
public:
Move GenerateMove() const { return GetStrategy(gt).GenerateMove(*this); }
private:
GameType gt;
};
The cost is pretty much similar to using virtual functions, however you do not need dynamically allocated memory for the basic objects of your game any longer, and stack allocation is a LOT faster.
I'm not quite sure if this is a fit but you may be able to achieve static polymorphism via the CRTP with some slight modifications to your original design.
Related
In code I have been writing recently I have been forced to directly access a member of an object to call its functions, however, it feels wrong to do this because it would seem to violate encapsulation and the Law of Demeter. Yet the only good alternative I can come up with is to write my own function in the class for every single function of that member I may want to call, which would be very tedious and redundant. Example:
class Object
{
public:
void setNum(int x)
{
num = x;
}
private:
int num;
};
class Object2
{
public:
Object obj;
};
int main()
{
Object2 obj2;
obj2.obj.setNum(5);
}
vs
class Object
{
public:
void setNum(int x)
{
num = x;
}
private:
int num;
};
class Object2
{
public:
void setNum(int x)
{
obj.setNum(x);
}
private:
Object obj;
};
int main()
{
Object2 obj2;
obj2.setNum(5);
}
The call to setNum in Object2 is forwarded to the same function in Object. Is such a design considered bad practice? Is accessing obj directly be any better?
I could also have Object2 inherit from Object, but in this case the class I would be inheriting from is not designed to be a base class, would expose protected members to Object2, and seems unfitting to begin with because it is not an is-a relationship and composition would be preferred.
My specific situation: I am making a game using SFML, there is a class Ship that of course needs a sprite to represent it in the world. Anytime I want to set or get the ship's position, rotation, etc. I have to either directly access its sprite or write a redundant forwarding function in Ship. The issue is that doing either one of those things seems like a code smell: either violate encapsulation and the Law of Demeter, or write redundant code.
What would be considered best practice here? Am I being overly picky about writing simple forwarding functions? Or is there really nothing wrong with directly accessing the sprite of Ship in this case?
This question: C++ Forward method calls to embed object without inheritance in fact is exactly what I'm asking, however, neither answer gives a good solution. One not being condoned and apparently having very poor encapsulation, the other simply using a getter which seems to be a placebo if anything, and no one addresses the main question I have, which is what is the most elegant and acceptable solution?
What solution is the best highly depends on underlying semantics of encapsulation. You need to decouple your code as much as possible. I'll describe that on examples:
You have a Ship class and it has a Sprite. You may want to separate game logic and rendering. So all that Ships knows about the rendering is that it has a Sprite object which handles it. So in this case you are separating responsibilities and that's good. So simple getter is a good solution.
But if absolute coordinates and rotation must be stored in a sprite, then things change: game logic usually needs them two, so they must be set consistently both inside a Ship and a Sprite. The best way to achieve that is to make Ship's setPosition and setRotation methods to set Sprites position and rotation too. That way you simplify the code which works with the Ship at expense of Ship complexity. Given that Ship is manipulated from several places, that's worth it. NOTE: You still may want to expose Sprite through a getter for rendering purposes. And you may want to prevent anybody except a Ship to set Sprite position and rotation, if that does not bloat your code too much.
Let's imagine that Ship class is mostly devoted to rendering. In such situation you may want to hide from outer classes that you use sprites for graphics (because if you change rendering engine it will be good if you won't need to rewrite anything except rendering code). And in such situation you will want to proxy all setPosition and setRotation calls to a Sprite through Ship just to hide existence of the Sprite.
In none of this cases inheritance is used because inheritance means that child is a variation of it's ancestor. You can say that BattleShip is a variant of a Ship. But Ship is not a variant of a Sprite, they are too different and mean different things.
So: if encapsulated class is too specific and should not be visible outside or if it must be operated consistently with a master object, then writing a bunch of proxy methods is a good solution. Otherwise these methods will just bloat your code and it's better to provide a way to get nested object. But in that case I vote for a getter method instead of a public property.
Despite of how the classic javanese oop school can think, never forgot that also DRY (Don't Repeat Yourself) is ALSO considered a good practice.
And while OOP is just one of many programming paradigm C++ can support, DRY is the very essence of all programming since the first very assembler got macros, and this is true long before oop inventors was even far away from their own parent's thoughts and wishes.
For all what my unfair experience is... if respecting a good oop practice force you in writing useless boilerplates of repeating code it means either
The language you are using is fundamentally broken for the purpose you want to achieve, not supporting the paradigm correctly or...
OOP is broken for the purpose you are try to reach. And in C++ chances are that OOP is really the broken paradigm.
To come to your specific problem, delegation (that's how that pattern is commonly named) makes sense if:
the way it is delegating can be changed or
the delegation is to hide part of the member interface.
In you case, you have a function that calls a fixed method reachable from fixed member.
Is that only specific to this particular sample or in your implementation will be always that way by design?
If so, delegation adds no semantic value, if not just reducing a.b.m() to a.m(). If you are writing more than ... let's say three "do nothing just forward" functions you are wasting your time.
If b has 50 methods and you are making it private to delegate only 5 of them, than it makes perfectly sense.
I need to Understand that whether really Inheritance & virtual functions not necessary in C++ and one can achieve everything using Generic programming. This came from Alexander Stepanov and Lecture I was watching is Alexander Stepanov: STL and Its Design Principles
I always like to think of templates and inheritance as two orthogonal concepts, in the very literal sense: To me, inheritance goes "vertically", starting with a base class at the top and going "down" to more and more derived classes. Every (publically) derived class is a base class in terms of its interface: A poodle is a dog is an animal.
On the other hand, templates go "horizontal": Each instance of a template has the same formal code content, but two distinct instances are entirely separate, unrelated pieces that run in "parallel" and don't see each other. Sorting an array of integers is formally the same as sorting an array of floats, but an array of integers is not at all related to an array of floats.
Since these two concepts are entirely orthogonal, their application is, too. Sure, you can contrive situations in which you could replace one by another, but when done idiomatically, both template (generic) programming and inheritance (polymorphic) programming are independent techniques that both have their place.
Inheritance is about making an abstract concept more and more concrete by adding details. Generic programming is essentially code generation.
As my favourite example, let me mention how the two technologies come together beautifully in a popular implementation of type erasure: A single handler class holds a private polymorphic pointer-to-base of an abstract container class, and the concrete, derived container class is determined a templated type-deducing constructor. We use template code generation to create an arbitrary family of derived classes:
// internal helper base
class TEBase { /* ... */ };
// internal helper derived TEMPLATE class (unbounded family!)
template <typename T> class TEImpl : public TEBase { /* ... */ }
// single public interface class
class TE
{
TEBase * impl;
public:
// "infinitely many" constructors:
template <typename T> TE(const T & x) : impl(new TEImpl<T>(x)) { }
// ...
};
They serve different purpose. Generic programming (at least in C++) is about compile time polymorphisim, and virtual functions about run-time polymorphisim.
If the choice of the concrete type depends on user's input, you really need runtime polymorphisim - templates won't help you.
Polymorphism (i.e. dynamic binding) is crucial for decisions that are based on runtime data. Generic data structures are great but they are limited.
Example: Consider an event handler for a discrete event simulator: It is very cheap (in terms of programming effort) to implement this with a pure virtual function, but is verbose and quite inflexible if done purely with templated classes.
As rule of thumb: If you find yourself switching (or if-else-ing) on the value of some input object, and performing different actions depending on its value, there might exist a better (in the sense of maintainability) solution with dynamic binding.
Some time ago I thought about a similar question and I can only dream about giving you such a great answer I received. Perhaps this is helpful: interface paradigm performance (dynamic binding vs. generic programming)
It seems like a very academic question, like with most things in life there are lots of ways to do things and in the case of C++ you have a number of ways to solve things. There is no need to have an XOR attitude to things.
In the ideal world, you would use templates for static polymorphism to give you the best possible performance in instances where the type is not determined by user input.
The reality is that templates force most of your code into headers and this has the consequence of exploding your compile times.
I have done some heavy generic programming leveraging static polymorphism to implement a generic RPC library (https://github.com/bytemaster/mace (rpc_static_poly branch) ). In this instance the protocol (JSON-RPC, the transport (TCP/UDP/Stream/etc), and the types) are all known at compile time so there is no reason to do a vtable dispatch... or is there?
When I run the code through the pre-processor for a single.cpp it results in 250,000 lines and takes 30+ seconds to compile a single object file. I implemented 'identical' functionality in Java and C# and it compiles in about a second.
Almost every stl or boost header you include adds thousands or 10's of thousands of lines of code that must be processed per-object-file, most of it redundant.
Do compile times matter? In most cases they have a more significant impact on the final product than 'maximally optimized vtable elimination'. The reason being that every 'bug' requires a 'try fix, compile, test' cycle and if each cycle takes 30+ seconds development slows to a crawl (note motivation for Google's go language).
After spending a few days with java and C# I decided that I needed to 're-think' my approach to C++. There is no reason a C++ program should compile much slower than the underlying C that would implement the same function.
I now opt for runtime polymorphism unless profiling shows that the bottleneck is in vtable dispatches. I now use templates to provide 'just-in-time' polymorphism and type-safe interface on top of the underlying object which deals with 'void*' or an abstract base class. In this way users need not derive from my 'interfaces' and still have the 'feel' of generic programming, but they get the benefit of fast compile times. If performance becomes an issue then the generic code can be replaced with static polymorphism.
The results are dramatic, compile times have fallen from 30+ seconds to about a second. The post-preprocessor source code is now a couple thousand lines instead of 250,000 lines.
On the other side of the discussion, I was developing a library of 'drivers' for a set of similar but slightly different embedded devices. In this instance the embedded device had little room for 'extra code' and no use for 'vtable' dispatch. With C our only option was 'separate object files' or runtime 'polymorphism' via function pointers. Using generic programming and static polymorphism we were able to create maintainable software that ran faster than anything we could produce in C.
When I was younger, I used a tool called Game Maker a lot. I started to learn to program from it. I'm far beyond that now, but looking back on it, some of it's features and designs are quite interesting. I'm wondering- How would I implement functionality similar to this tool using C++?
I'm wondering about:
Objects/classes
Game Maker had a list of 'Objects' that you would create which were essentially just different classes all derived from the same base class (I'll call it GameObject for now) amd a system function called 'instance_create' that would take an object type as a paramater.
In c++ this would look something like this (Though syntatically very incorrect):
class MyGameObject : GameObject
{
//...
}
GameObject instance_create(class objecttype)
{
objecttype newinstance = new objecttype();
return newinstance
}
GameObject* gameobjectinstance = instance_create(MyGameObject);
How would I go about implementing that?
system variables/functions
Game Maker had system variables and functions that could be accessed from anywhere. Period. Anywhere. I'm thinking globals, but I know that's bad design. I'm thinking Having a global class, and have the variables/functions as static, but then they cannot be altered. How would I do that?
var
Game Maker had only one data type- a var. It could be a string, an integer, a decimal, anything. And there were system functions for conversion between those.
Lastly, how could I define the object types in some kind of script? Like, if I want to add a new type of object, create a new script? I don't think C++ can create object types at runtime, so how would I do this?
Using a template.
template<typename T> GameObject* instance_create()
{
return new T;
}
GameObject* gameobjectinstance = instance_create<MyGameObject>();
However, the design you have specified is highly questionable (at best) and definitely not suited to C++. You should strive to implement a well-designed system, and one appropriate to the language, not re-create a system from the past.
I especially think that since you mention run-time interpretation of scripts, that in fact the GameMaker classes and C++ classes have nothing to do with each other. And you definitely cannot create C++ classes at run-time, nor can you pass types around at run-time, nor can you instantiate templates at run-time.
You would be best suited simply whipping out a scripting language, such as Lua, and writing only the necessary high-performance components in C++.
Game Maker enables us to control game functionality through "objects", each composed out of "events", which are triggered at certain times during a game. Within events are "actions". Firstly, it's worth noting that comparing Game Maker development with C++ is like comparing chalk and cheese. However, theoretically speaking, I'd imagine you could mirror GM functionality (albeit very inefficiently) in C++ as follows:
The base object class could look something like this:
class CObjectBase
{
public:
CGameSprite* sprite;
int x, y;
...
virtual void onEventCreate( void ) {};
virtual void onEventDestroy( void ) {};
...
virtual void onEventKeyPressedUp( void ) {};
virtual void onEventKeyPressed...
...
... (there are lots of these)
// The draw event in GM (from memory) had in-built functionality:
virtual void onEventDraw( void )
{
CGameEngine::getSingleton()->DrawSpriteAtLocation( sprite, x, y );
}
};
You'd derive from this class and override the functions ("events") that are relevant to your object (the statements that compose these functions are your "actions"). Then there would be some sort of object instance manager singleton class which holds a list of all object instances in the current "room" and loops through each every frame (and handles instancing), triggering relevant events by calling their respective functions.
Interestingly, this actually roughly demonstrates why a system like Game Maker lacks a degree of efficiency. There is additional, unnecessary overhead that exists in order to keep options open for the developer. The bloated base object that all objects derive from is often overkill for specific situations. For example, imagine an object with just two events used out of 50 - the object manager still blindly checks for all these other events even if they aren't utilised. Obviously optimisations can be made, but overall, the breadth of the engine ultimately results in reduced performance.
As for your query relating to a single 'var' type, as has been stated already, this is more a characteristic of scripting, not C++. This proves that Game Maker cannot simply be modeled by C++ alone.
I'm studying for an exam and am trying to figure this question out. The specific question is "Inheritance and object composition both promote code reuse. (T/F)", but I believe I understand the inheritance portion of the question.
I believe inheritance promotes code reuse because similar methods can be placed in an abstract base class such that the similar methods do not have to be identically implemented within multiple children classes. For example, if you have three kinds of shapes, and each shape's method "getName" simply returns a data member '_name', then why re-implement this method in each of the child classes when it can be implemented once in the abstract base class "shape".
However, my best understanding of object composition is the "has-a" relationship between objects/classes. For example, a student has a school, and a school has a number of students. This can be seen as object composition since they can't really exist without each other (a school without any students isn't exactly a school, is it? etc). But I see no way that these two objects "having" each other as a data member will promote code reuse.
Any help? Thanks!
Object composition can promote code reuse because you can delegate implementation to a different class, and include that class as a member.
Instead of putting all your code in your outermost classes' methods, you can create smaller classes with smaller scopes, and smaller methods, and reuse those classes/methods throughout your code.
class Inner
{
public:
void DoSomething();
};
class Outer1
{
public:
void DoSomethingBig()
{
// We delegate part of the call to inner, allowing us to reuse its code
inner.DoSomething();
// Todo: Do something else interesting here
}
private:
Inner inner;
};
class Outer2
{
public:
void DoSomethingElseThatIsBig()
{
// We used the implementation twice in different classes,
// without copying and pasting the code.
// This is the most basic possible case of reuse
inner.DoSomething();
// Todo: Do something else interesting here
}
private:
Inner inner;
};
As you mentioned in your question, this is one of the two most basic Object Oriented Programming principals, called a "has-a relationship". Inheritance is the other relationship, and is called an "is-a replationship".
You can also combine inheritance and composition in quite useful ways that will often multiply your code (and design) reuse potential. Any real world and well-architected application will constantly combine both of these concepts to gain as much reuse as possible. You'll find out about this when you learn about Design Patterns.
Edit:
Per Mike's request in the comments, a less abstract example:
// Assume the person class exists
#include<list>
class Bus
{
public:
void Board(Person newOccupant);
std::list<Person>& GetOccupants();
private:
std::list<Person> occupants;
};
In this example, instead of re-implementing a linked list structure, you've delegated it to a list class. Every time you use that list class, you're re-using the code that implements the list.
In fact, since list semantics are so common, the C++ standard library gave you std::list, and you just had to reuse it.
1) The student knows about a school, but this is not really a HAS-A relationship; while you would want to keep track of what school the student attends, it would not be logical to describe the school as being part of the student.
2) More people occupy the school than just students. That's where the reuse comes in. You don't have to re-define the things that make up a school each time you describe a new type of school-attendee.
I have to agree with #Karl Knechtel -- this is a pretty poor question. As he said, it's hard to explain why, but I'll give it a shot.
The first problem is that it uses a term without defining it -- and "code reuse" means a lot of different things to different people. To some people, cutting and pasting qualifies as code reuse. As little as I like it, I have to agree with them, to at least some degree. Other people define cod reuse in ways that rule out cutting and pasting as being code reuse (classing another copy of the same code as separate code, not reusing the same code). I can see that viewpoint too, though I tend to think their definition is intended more to serve a specific end than be really meaningful (i.e., "code reuse"->good, "cut-n-paste"->bad, therefore "cut-n-paste"!="code reuse"). Unfortunately, what we're looking at here is right on the border, where you need a very specific definition of what code reuse means before you can answer the question.
The definition used by your professor is likely to depend heavily upon the degree of enthusiasm he has for OOP -- especially during the '90s (or so) when OOP was just becoming mainstream, many people chose to define it in ways that only included the cool new OOP "stuff". To achieve the nirvana of code reuse, you had to not only sign up for their OOP religion, but really believe in it! Something as mundane as composition couldn't possibly qualify -- no matter how strangely they had to twist the language for that to be true.
As a second major point, after decades of use of OOP, a few people have done some fairly careful studies of what code got reused and what didn't. Most that I've seen have reached a fairly simple conclusion: it's quite difficult (i.e., essentially impossible) correlate coding style with reuse. Nearly any rule you attempt to make about what will or won't result in code reuse can and will be violated on a regular basis.
Third, and what I suspect tends to be foremost in many people's minds is the fact that asking the question at all makes it sound as if this is something that can/will affect a typical coder -- that you might want to choose between composition and inheritance (for example) based on which "promotes code reuse" more, or something on that order. The reality is that (just for example) you should choose between composition and inheritance primarily based upon which more accurately models the problem you're trying to solve and which does more to help you solve that problem.
Though I don't have any serious studies to support the contention, I would posit that the chances of that code being reused will depend heavily upon a couple of factors that are rarely even considered in most studies: 1) how similar of a problem somebody else needs to solve, and 2) whether they believe it will be easier to adapt your code to their problem than to write new code.
I should add that in some of the studies I've seen, there were factors found that seemed to affect code reuse. To the best of my recollection, the one that stuck out as being the most important/telling was not the code itself at all, but the documentation available for that code. Being able to use the code without basically reverse engineer it contributes a great deal toward its being reused. The second point was simply the quality of the code -- a number of the studies were done in places/situations where they were trying to promote code reuse. In a fair number of cases, people tried to reuse quite a bit more code than they really did, but had to give up on it simply because the code wasn't good enough -- everything from bugs to clumsy interfaces to poor portability prevented reuse.
Summary: I'll go on record as saying that code reuse has probably been the most overhyped, under-delivered promise in software engineering over at least the last couple of decades. Even at best, code reuse remains a fairly elusive goal. Trying to simplify it to the point of treating it as a true/false question based on two factors is oversimplifying the question to the point that it's not only meaningless, but utterly ridiculous. It appears to trivialize and demean nearly the entire practice of software engineering.
I have an object Car and an object Engine:
class Engine {
int horsepower;
}
class Car {
string make;
Engine cars_engine;
}
A Car has an Engine; this is composition. However, I don't need to redefine Engine to put an engine in a car -- I simply say that a Car has an Engine. Thus, composition does indeed promote code reuse.
Object composition does promote code re-use. Without object composition, if I understand your definition of it properly, every class could have only primitive data members, which would be beyond awful.
Consider the classes
class Vector3
{
double x, y, z;
double vectorNorm;
}
class Object
{
Vector3 position;
Vector3 velocity;
Vector3 acceleration;
}
Without object composition, you would be forced to have something like
class Object
{
double positionX, positionY, positionZ, positionVectorNorm;
double velocityX, velocityY, velocityZ, velocityVectorNorm;
double accelerationX, accelerationY, accelerationZ, accelerationVectorNorm;
}
This is just a very simple example, but I hope you can see how even the most basic object composition promotes code reuse. Now think about what would happen if Vector3 contained 30 data members. Does this answer your question?
Over time I have come to appreciate the mindset of many small functions ,and I really do like it a lot, but I'm having a hard time losing my shyness to apply it to classes, especially ones with more than a handful of nonpublic member variables.
Every additional helper function clutters up the interface, since often the code is class specific and I can't just use some generic piece of code.
(To my limited knowledge, anyway, still a beginner, don't know every library out there, etc.)
So in extreme cases, I usually create a helper class which becomes the friend of the class that needs to be operated on, so it has access to all the nonpublic guts.
An alternative are free functions that need parameters, but even though premature optimization is evil, and I haven't actually profiled or disassembled it...
I still DREAD the mere thought of passing all the stuff I need sometimes, even just as reference, even though that should be a simple address per argument.
Is all this a matter of preference, or is there a widely used way of dealing with that kind of stuff?
I know that trying to force stuff into patterns is a kind of anti pattern, but I am concerned about code sharing and standards, and I want to get stuff at least fairly non painful for other people to read.
So, how do you guys deal with that?
Edit:
Some examples that motivated me to ask this question:
About the free functions:
DeadMG was confused about making free functions work...without arguments.
My issue with those functions is that unlike member functions, free functions only know about data, if you give it to them, unless global variables and the like are used.
Sometimes, however, I have a huge, complicated procedure I want to break down for readability and understandings sake, but there are so many different variables which get used all over the place that passing all the data to free functions, which are agnostic to every bit of member data, looks simply nightmarish.
Click for an example
That is a snippet of a function that converts data into a format that my mesh class accepts.
It would take all of those parameter to refactor this into a "finalizeMesh" function, for example.
At this point it's a part of a huge computer mesh data function, and bits of dimension info and sizes and scaling info is used all over the place, interwoven.
That's what I mean with "free functions need too many parameters sometimes".
I think it shows bad style, and not necessarily a symptom of being irrational per se, I hope :P.
I'll try to clear things up more along the way, if necessary.
Every additional helper function clutters up the interface
A private helper function doesn't.
I usually create a helper class which becomes the friend of the class that needs to be operated on
Don't do this unless it's absolutely unavoidable. You might want to break up your class's data into smaller nested classes (or plain old structs), then pass those around between methods.
I still DREAD the mere thought of passing all the stuff I need sometimes, even just as reference
That's not premature optimization, that's a perfectly acceptable way of preventing/reducing cognitive load. You don't want functions taking more than three parameters. If there are more then three, consider packaging your data in a struct or class.
I sometimes have the same problems as you have described: increasingly large classes that need too many helper functions to be accessed in a civilized manner.
When this occurs I try to seperate the class in multiple smaller classes if that is possible and convenient.
Scott Meyers states in Effective C++ that friend classes or functions is mostly not the best option, since the client code might do anything with the object.
Maybe you can try nested classes, that deal with the internals of your object. Another option are helper functions that use the public interface of your class and put the into a namespace related to your class.
Another way to keep your classes free of cruft is to use the pimpl idiom. Hide your private implementation behind a pointer to a class that actually implements whatever it is that you're doing, and then expose a limited subset of features to whoever is the consumer of your class.
// Your public API in foo.h (note: only foo.cpp should #include foo_impl.h)
class Foo {
public:
bool func(int i) { return impl_->func(i); }
private:
FooImpl* impl_;
};
There are many ways to implement this. The Boost pimpl template in the Vault is pretty good. Using smart pointers is another useful way of handling this, too.
http://www.boost.org/doc/libs/1_46_1/libs/smart_ptr/sp_techniques.html#pimpl
An alternative are free functions that
need parameters, but even though
premature optimization is evil, and I
haven't actually profiled or
disassembled it... I still DREAD the
mere thought of passing all the stuff
I need sometimes, even just as
reference, even though that should be
a simple address per argument.
So, let me get this entirely straight. You haven't profiled or disassembled. But somehow, you intend on ... making functions work ... without arguments? How, exactly, do you propose to program without using function arguments? Member functions are no more or less efficient than free functions.
More importantly, you come up with lots of logical reasons why you know you're wrong. I think the problem here is in your head, which possibly stems from you being completely irrational, and nothing that any answer from any of us can help you with.
Generic algorithms that take parameters are the basis of modern object orientated programming- that's the entire point of both templates and inheritance.