C/C++ macro/template blackmagic to generate unique name - c++

Macros are fine.
Templates are fine.
Pretty much whatever it works is fine.
The example is OpenGL; but the technique is C++ specific and relies on no knowledge of OpenGL.
Precise problem:
I want an expression E; where I do not have to specify a unique name; such that a constructor is called where E is defined, and a destructor is called where the block E is in ends.
For example, consider:
class GlTranslate {
GLTranslate(float x, float y, float z); {
glPushMatrix();
glTranslatef(x, y, z);
}
~GlTranslate() { glPopMatrix(); }
};
Manual solution:
{
GlTranslate foo(1.0, 0.0, 0.0); // I had to give it a name
.....
} // auto popmatrix
Now, I have this not only for glTranslate, but lots of other PushAttrib/PopAttrib calls too. I would prefer not to have to come up with a unique name for each var. Is there some trick involving macros templates ... or something else that will automatically create a variable who's constructor is called at point of definition; and destructor called at end of block?
Thanks!

I would not do this personally but just come up with unique names. But if you want to do it, one way is to use a combination of if and for:
#define FOR_BLOCK(DECL) if(bool _c_ = false) ; else for(DECL;!_c_;_c_=true)
You can use it like
FOR_BLOCK(GlTranslate t(1.0, 0.0, 0.0)) {
FOR_BLOCK(GlTranslate t(1.0, 1.0, 0.0)) {
...
}
}
Each of those names are in separate scopes and won't conflict. The inner names hide the outer names. The expressions in the if and for loops are constant and should be easily optimized by the compiler.
If you really want to pass an expression, you can use the ScopedGuard trick (see Most Important const), but it will need some more work to write it. But the nice side is, that we can get rid of the for loop, and let our object evaluate to false:
struct sbase {
operator bool() const { return false; }
};
template<typename T>
struct scont : sbase {
scont(T const& t):t(t), dismiss() {
t.enter();
}
scont(scont const&o):t(o.t), dismiss() {
o.dismiss = true;
}
~scont() { if(!dismiss) t.leave(); }
T t;
mutable bool dismiss;
};
template<typename T>
scont<T> make_scont(T const&t) { return scont<T>(t); }
#define FOR_BLOCK(E) if(sbase const& _b_ = make_scont(E)) ; else
You then provide the proper enter and leave functions:
struct GlTranslate {
GLTranslate(float x, float y, float z)
:x(x),y(y),z(z) { }
void enter() const {
glPushMatrix();
glTranslatef(x, y, z);
}
void leave() const {
glPopMatrix();
}
float x, y, z;
};
Now you can write it entirely without a name on the user side:
FOR_BLOCK(GlTranslate(1.0, 0.0, 0.0)) {
FOR_BLOCK(GlTranslate(1.0, 1.0, 0.0)) {
...
}
}
If you want to pass multiple expressions at once, it's a bit more tricky, but you can write an expression template that acts on operator, to collect all expressions into a scont.
template<typename Derived>
struct scoped_obj {
void enter() const { }
void leave() const { }
Derived const& get_obj() const {
return static_cast<Derived const&>(*this);
}
};
template<typename L, typename R> struct collect
: scoped_obj< collect<L, R> > {
L l;
R r;
collect(L const& l, R const& r)
:l(l), r(r) { }
void enter() const { l.enter(); r.enter(); }
void leave() const { r.leave(); l.leave(); }
};
template<typename D1, typename D2>
collect<D1, D2> operator,(scoped_obj<D1> const& l, scoped_obj<D2> const& r) {
return collect<D1, D2>(l.get_obj(), r.get_obj());
}
#define FOR_BLOCK(E) if(sbase const& _b_ = make_scont((E))) ; else
You need to inherit the RAII object from scoped_obj<Class> like the following shows
struct GLTranslate : scoped_obj<GLTranslate> {
GLTranslate(float x, float y, float z)
:x(x),y(y),z(z) { }
void enter() const {
std::cout << "entering ("
<< x << " " << y << " " << z << ")"
<< std::endl;
}
void leave() const {
std::cout << "leaving ("
<< x << " " << y << " " << z << ")"
<< std::endl;
}
float x, y, z;
};
int main() {
// if more than one element is passed, wrap them in parentheses
FOR_BLOCK((GLTranslate(10, 20, 30), GLTranslate(40, 50, 60))) {
std::cout << "in block..." << std::endl;
}
}
All of these involve no virtual functions, and the functions involved are transparent to the compiler. In fact, with the above GLTranslate changed to add a single integer to a global variable and when leaving subtracting it again, and the below defined GLTranslateE, i did a test:
// we will change this and see how the compiler reacts.
int j = 0;
// only add, don't subtract again
struct GLTranslateE : scoped_obj< GLTranslateE > {
GLTranslateE(int x):x(x) { }
void enter() const {
j += x;
}
int x;
};
int main() {
FOR_BLOCK((GLTranslate(10), GLTranslateE(5))) {
/* empty */
}
return j;
}
In fact, GCC at optimization level -O2 outputs this:
main:
sub $29, $29, 8
ldw $2, $0, j
add $2, $2, 5
stw $2, $0, j
.L1:
add $29, $29, 8
jr $31
I wouldn't have expected that, it optimized quite well!

If your compiler supports __COUNTER__ (it probably does), you could try:
// boiler-plate
#define CONCATENATE_DETAIL(x, y) x##y
#define CONCATENATE(x, y) CONCATENATE_DETAIL(x, y)
#define MAKE_UNIQUE(x) CONCATENATE(x, __COUNTER__)
// per-transform type
#define GL_TRANSLATE_DETAIL(n, x, y, z) GlTranslate n(x, y, z)
#define GL_TRANSLATE(x, y, z) GL_TRANSLATE_DETAIL(MAKE_UNIQUE(_trans_), x, y, z)
For
{
GL_TRANSLATE(1.0, 0.0, 0.0);
// becomes something like:
GlTranslate _trans_1(1.0, 0.0, 0.0);
} // auto popmatrix

I think it's now possible to do something like this:
struct GlTranslate
{
operator()(double x,double y,double z, std::function<void()> f)
{
glPushMatrix(); glTranslatef(x, y, z);
f();
glPopMatrix();
}
};
then in the code
GlTranslate(x, y, z,[&]()
{
// your code goes here
});
Obviously, C++11 is needed

The canonical way as described in one answer is to use a lambda expression as the block, in C++ you can easily write a template function
with<T>(T instance, const std::function<void(T)> &f) {
f(instance);
}
and use it like
with(GLTranslate(...), [] (auto translate) {
....
});
but the most common reason for wanting a mechanism for avoiding defining names in your scope are long functions / methods that do lots of things. You might try a modern OOP / clean code inspired style with very short methods / functions for a change if this kind of problem keeps bothering you 🤔

Using C++17, a very simple macro leading to an intuitive usage:
#define given(...) if (__VA_ARGS__; true)
And can be nested:
given (GlTranslate foo(1.0, 0.0, 0.0))
{
foo.stuff();
given (GlTranslate foo(1.0, 2.0, 3.0))
{
foo.stuff();
...
}
}

Related

Implementing a European Option class

I need implement the class Option_Pricer that encapsulates all the functions relevant to price both call and put options. The teacher is giving me a code listing (.cpp file) that I have to turn into a class. All the functions that I used in my class are therefore coming from the teacher. I simply have to implement them as a class.
Here is what I have done so far: I have split the code into two different files. One is called option_pricer.hpp and is used as an header for the main file option_pricer.cpp.
//option_pricer.hpp
#define _USE_MATH_DEFINES
#include <iostream>
#include <cmath>
class Option_Pricer {
private:
void init();
public:
double S;
double K;
double r;
double v;
double T;
double x;
double j;
public:
//Constructors
call_price();
put_price();
norm_pdf();
norm_cdf();
d_j() const;
// Assignment operator
call_price& operator = (const call_price& call);
put_price& operator = (const put_price& put);
};
Here is the main file:
//option_pricer.cpp
#define _USE_MATH_DEFINES
#include <iostream>
#include <cmath>
#include "option_pricer.hpp"
double Option_Pricer::norm_pdf(const double& x) const {
return (1.0/(pow(2*M_PI,0.5)))*exp(-0.5*x*x);
}
double Option_Pricer::norm_cdf(const double& x) const {
double k = 1.0/(1.0 + 0.2316419*x);
double k_sum = k*(0.319381530 + k*(-0.356563782 + k*(1.781477937 + k*(-1.821255978 + 1.330274429*k))));
if (x >= 0.0) {
return (1.0 -(1.0/(pow(2*M_PI,0.5)))*exp(-0.5*x*x) * k_sum);
}
else {
return 1.0 - norm_cdf(-x);
}
}
double Option_Pricer::d_j(const int& j, const double& S, const double& K, const double& r, const double& v, const double& T) const {
return (log(S/K) + (r + (pow(-1,j 1))*0.5*v*v)*T)/(v*(pow(T,0.5)));
}
double Option_Pricer::call_price(const double& S, const double& K, const double& r, const double& v, const double& T) const {
return S * norm_cdf(d_j(1, S, K, r, v, T))-K*exp(-r*T) * norm_cdf(d_j(2, S, K, r, v, T));
}
double Option_Pricer::put_price(const double& S, const double& K, const double& r, const double& v, const double& T) const {
return -S*norm_cdf(-d_j(1, S, K, r, v, T))+K*exp(-r*T) * norm_cdf(-d_j(2, S, K, r, v, T));
}
int main() {
Option_Pricer p;
p.S = 100.0;
p.K = 100.0;
p.r = 0.05;
p.v = 0.2;
p.T = 1.0;
double call_price = p.call_price();
double call_put = p.put_price();
// Finally we output the parameters and prices
std::cout << "Underlying: " << p.S << std::endl;
std::cout << "Strike: " << p.K << std::endl;
std::cout << "Risk-Free Rate: " << p.r << std::endl;
std::cout << "Volatility: "<< p.v << std::endl;
std::cout << "Maturity: " << p.T << std::endl;
std::cout << "Call price: " << call_price << std::endl;
std::cout << "Put price: " << call_put << std::endl;
return 0;
}
However, as you can guess, my code isn't compiling really well. My most common error is the following:
option_pricer.cpp:7:8: error: no declaration matches ‘double Option_Pricer::norm_pdf(const double&) const’
7 | double Option_Pricer::norm_pdf(const double& x) const {
| ^~~~~~~~~~~~~
I don't understand how I should call the norm_pdf from outside of the header (same question for norm_cdf and d_j).
I'm fairly new to C++ (was using Python before) and therefore don't understand yet how am I supposed to access the variables (S, K,...) from outside of my class.
Help will be appreciated! Thank you!
You need to make and understand the distinction between a class and an object. Very simply, an object is a collection of values in memory, and a class is a description of those values and of code that will use data organized according to the class description.
So, since Option_Pricer is a class, it doesn't make sense to say Option_Pricer.S = 100.0; in your main() method. You need to create an object of type Option_Pricer, and then fill that object's memory region with the values you want. A common method for doing that - especially in your case where you are simply initializing the object with numeric data - is to create and use a constructor, although you could modify your init() method to take arguments and set values and that would be fine too. You can even set the values one-by-one as you have done, since you made the values public, but you have to modify the object, not the class.
Ex.
int main()
{
Option_Pricer p(100.0, 100.0, 0.5, 0.2, 1.0);
double call_price = p.call_price();
// or
Option_Pricer p2;
p2.init(100.0, 100.0, 0.5, 0.2, 1.0);
double call_price2 = p2.call_price();
// or, if you like typing or want the meaning of the numbers to be super clear
Option_Pricer p3;
p3.S = 100.0;
p3.K = 100.0;
p3.r = 0.05;
p3.v = 0.2;
p3.T = 1.0;
// ...
This doesn't address everything that's wrong with your code, but I'd start by addressing the above. I think the problems that others are pointing out will be easier to sort out once you get the concept of an object squared away.

Unions in C++ (Please explain it)

#include <iostream>
#define print(x) std::cout << x
#define println(x) std::cout << x << std::endl
struct Vector2 {
float x, y;
};
struct Vector4 {
union {
struct {
float x, y, z, w;
};
struct {
Vector2 a, b;
};
};
};
void PrintVector2(const Vector2& vector) {
println(vector.x << ", " << vector.y);
}
int main() {
Vector4 vector = { 1, 2, 3, 4 };
vector.x = 2;
vector.z = 500.0f;
PrintVector2(vector.a);
PrintVector2(vector.b);
}
Could anyone explain what's going on in this piece of code please ?, I didn't understand what unions are
and how they work :/ !
This is the output
2, 2
500, 4
The behaviour of the code is undefined.
This is little more than an elaborated union type-pun. This is not allowed by the C++ standard, as the C++ union has the concept of an active member. Once the active member is set, you cannot read another member in a defined manner. (You can of course change the active member by reassignment.)
Do Google the terms I've italicised: there's little point in going into more depth here.

C++ -- How write a function, that return the derivative of a real valued function, not the value of the derivative

This function calculates the value of the Derivation of the Function Foo at X
double Deriv( double(* Foo)(double x), double X )
{
const double mtDx = 1.0e-6;
double x1 = Foo(X+mtDx);
double x0 = Foo(X);
return ( x1 - x0 ) / mtDx;
}
I would like to write a Funktion, which returned not the value of the derivation at X, but a new function which IS the derivation of the function Foo.
xxxx Deriv( double(* Foo)(double x) )
{
return Derivation of Foo;
}
Then it would be possible to write
SecondDeriv = Deriv( Deriv( Foo ))
Is it possible in C++ according to new standard to write such a function ?
I think with old standard it was impossible.
Once you can compute the value of a function at one point, you can use that to implement your general function. Lambda expressions allow you to generate those derived functions easily:
auto MakeDerivative(double (&f)(double)) {
return [=](double x) { return Deriv(f, x); };
}
If you want to be able to use stateful functions, you may need to update your Deriv to be a function template whose first parameter type is a template parameter. This is true in particular if you want to apply MakeDerivative repeatedly (since its return types are stateful closures):
template <typename F>
double Deriv(F f, double x) {
// your code here
}
template <typename F>
auto MakeDerivative(F f) {
return [=](double x) { return Deriv(f, x); };
}
However, you may be interested in techniques like "automatic differentiation" which allow you to express the derivative directly in terms of the definition of the original function, at the cost of working on an enlarged domain (an infinitesimal neighbourhood, essentially).
Here's one way to do it.
#include <iostream>
#include <functional>
std::function<double(double)> Deriv( double(*Foo)(double x) )
{
auto f = [Foo](double x) -> double
{
const double mtDx = 1.0e-6;
double x1 = Foo(x+mtDx);
double x0 = Foo(x);
return ( x1 - x0 ) / mtDx;
};
return f;
}
double Foo(double x)
{
return x*x;
}
double Bar(double x)
{
return x*x*x;
}
int main()
{
std::cout << Deriv(Foo)(10) << std::endl;
std::cout << Deriv(Bar)(10) << std::endl;
}
Output:
20
300
Using generic lambda, implementing a toy derivative is simple. In the following code, derivative is a derivative operator in the math sense. It accepts a function double -> double, produces its derivative double -> double.
#include <iostream>
double delta = 0.001;
auto derivative = [] ( auto foo ) {
return [foo] (double x) {
// the simplest formula for numeric derivative
return (foo(x + delta) - foo(x)) / delta;
};
};
// test
int main() {
auto quar = [] ( double x ) { return x * x; };
auto dev_quar = derivative(quar);
auto dev_dev_quar = derivative(dev_quar);
for ( double s = 0.0; s < 10.0; ++s ) {
std::cout << "(" << quar(s) << "," << dev_quar(s) << "," << dev_dev_quar(s) << ")\n";
}
}

Create a sum of two Array instances

The essence of what I want to do is to take two instances of Vector2D and create a third vector that is to be returned and made into the third instance. The problem I am facing is that I am not entirely sure on how to go ahead in doing so. I have tried to find the syntax for sending in instances, if there is such a one, but I have not managed to find anything useful in any of my books.
#include<iostream>
#include<string>
#include<array>
using namespace std;
class vector2D
{
public:
array<float, 2> get()
{
return xy_coord;
}
void set(float x, float y)
{
xy_coord[0] = x;
xy_coord[1] = y;
}
array<float, 2> vectorAdd(a, b)
{
array<float, 2> c;
for (int i = 0; i < 2; i++)
{
c[i] = a[i] + b[i];
}
return c;
}
private:
array<float, 2> xy_coord;
};
int main()
{
string y;
vector2D a, b, c;
array<float, 2> temp;
a.set(2.0, 3.0);
b.set(4.0, 5.0);
temp = c.vectorAdd(a, b);
c.set(temp[0], temp[1]);
getline(cin, y);
}
The idea is to send in the instances a and b to vectorAdd and sum them up and then set c equal to the returned value (I am sure there is a better way to write the code in the main(), but I am not sure how). In short, what would a and b need to be defined as to make this work, assuming it can work at all.
Maybe you could do something like this instead, so you don't have to pass array around:
#include <iostream>
class Vector2D
{
private:
double _x;
double _y;
public:
Vector2D() = delete;
Vector2D(double x, double y) : _x(x), _y(y) {}
double X() const { return _x; }
double Y() const { return _y; }
Vector2D operator+(Vector2D const &v) const
{
return Vector2D(X() + v.X(), Y() + v.Y());
}
};
int main()
{
Vector2D v1(10.0, 20.0);
Vector2D v2(100.0, 200.0);
Vector2D v3 = v1 + v2;
std::cout << v3.X() << " " << v3.Y();
return 0;
}
Prints:
110 220
Do you need to use array<float, 2>? Have you thought of using pair<float, float>?
A lot (all?) of the operations that you have in your Vector2D class come for free with Pair<>.
Then you just create operator+ as others have suggested.
#include <iostream>
#include <utility>
using namespace std;
using Coord = pair<float, float>;
template <typename L, typename R>
Coord operator+(const L& x, const R& y) { return std::make_pair(x.first + y.first, x.second + y.second); }
int main()
{
Coord a { 5.0f, 6.0f };
Coord b { 7.0f, 9.0f };
Coord c = a + b;
std::cout.precision(5);
std::cout << "c= (" << std::fixed << c.first << ", " << c.second << ")" << std::endl;
return 0;
}

nested std::function

is it possible to have a std::function return an std::function and use various functions recursive with other std::functions, say a function of a function? In other words I want to collapse an array of functions into a single function.
for example going off basic tutorials
double genFunc(double x, std::function<double (double x)>f)
{
double res = f(x);
return res;
}
double square(double x){
return x * x;
}
double dbl_sq(double x){
return square(x * x);
}
How can i modify this to allow for nested std::function<std::function> calls?
I'm not entirely sure what you are asking, but I'll take a stab at it.
So, you want a std::function that's nested, but calls all of the elements in one call? That would mean you could do several things, but the simplest would be, something like this:
std::function<double(double)> nest(const std::function<double(double)> functions[], const int count) {
if (count == 1) {
return functions[0];
}
return [=](double input) {
return nest(functions + 1, count - 1)(functions[0](input));
};
}
int main()
{
static const auto sq = [](double input) {
return input * input;
};
static const auto dbl_sq = [](double input) {
return sq(input * input);
};
static const auto dbl = [](double input) {
return input * 2;
};
static const std::function<double(double)> sqrt = ::sqrt;
// now lets construct a 'nested lambda'
static const std::function<double(double)> funcs[] = {
sq, dbl, sqrt
};
static const std::function<double(double)> func = nest(funcs, 3);
std::cout << func(4) << std::endl; // 5.65685
std::cout << ::sqrt((4 * 4) * 2) << std::endl; // 5.65685
}
Which simply 'collapses' an array of functions into a single function.
If this isn't what you are requesting, then please edit your original question to make it more clear what you wish to accomplish.