Trouble understanding C++ `virtual` - c++

I'm having trouble understanding what the purpose of the virtual keyword in C++. I know C and Java very well but I'm new to C++
From wikipedia
In object-oriented programming, a
virtual function or virtual method is
a function or method whose behavior
can be overridden within an inheriting
class by a function with the same
signature.
However I can override a method as seen below without using the virtual keyword
#include <iostream>
using namespace std;
class A {
public:
int a();
};
int A::a() {
return 1;
}
class B : A {
public:
int a();
};
int B::a() {
return 2;
}
int main() {
B b;
cout << b.a() << endl;
return 0;
}
//output: 2
As you can see below, the function A::a is successfully overridden with B::a without requiring virtual
Compounding my confusion is this statement about virtual destructors, also from wikipedia
as illustrated in the following example,
it is important for a C++ base class
to have a virtual destructor to ensure
that the destructor from the most
derived class will always be called.
So virtual also tells the compiler to call up the parent's destructors? This seems to be very different from my original understanding of virtual as "make the function overridable"

Make the following changes and you will see why:
#include <iostream>
using namespace std;
class A {
public:
int a();
};
int A::a() {
return 1;
}
class B : public A { // Notice public added here
public:
int a();
};
int B::a() {
return 2;
}
int main() {
A* b = new B(); // Notice we are using a base class pointer here
cout << b->a() << endl; // This will print 1 instead of 2
delete b; // Added delete to free b
return 0;
}
Now, to make it work like you intended:
#include <iostream>
using namespace std;
class A {
public:
virtual int a(); // Notice virtual added here
};
int A::a() {
return 1;
}
class B : public A { // Notice public added here
public:
virtual int a(); // Notice virtual added here, but not necessary in C++
};
int B::a() {
return 2;
}
int main() {
A* b = new B(); // Notice we are using a base class pointer here
cout << b->a() << endl; // This will print 2 as intended
delete b; // Added delete to free b
return 0;
}
The note that you've included about virtual destructors is exactly right. In your sample there is nothing that needs to be cleaned-up, but say that both A and B had destructors. If they aren't marked virtual, which one is going to get called with the base class pointer? Hint: It will work exactly the same as the a() method did when it was not marked virtual.

You could think of it as follows.
All functions in Java are virtual. If you have a class with a function, and you override that function in a derived class, it will be called, no matter the declared type of the variable you use to call it.
In C++, on the other hand, it won't necessarily be called.
If you have a base class Base and a derived class Derived, and they both have a non-virtual function in them named 'foo', then
Base * base;
Derived *derived;
base->foo(); // calls Base::foo
derived->foo(); // calls Derived::foo
If foo is virtual, then both call Derived::foo.

virtual means that the actual method is determined runtime based on what class was instantiated not what type you used to declare your variable.
In your case this is a static override it will go for the method defined for class B no matter what was the actual type of the object created

So virtual also tells the compiler to call up the parent's destructors? This seems to be very different from my original understanding of virtual as "make the function overridable"
Your original and your new understanding are both wrong.
Methods (you call them functions) are always overridable. No matter if virtual, pure, nonvirtual or something.
Parent destructors are always called. As are the constructors.
"Virtual" does only make a difference if you call a method trough a pointer of type pointer-to-baseclass. Since in your example you don't use pointers at all, virtual doesn't make a difference at all.
If you use a variable a of type pointer-to-A, that is A* a;, you can not only assign other variables of type pointer-to-A to it, but also variables of type pointer-to-B, because B is derived from A.
A* a;
B* b;
b = new B(); // create a object of type B.
a = b; // this is valid code. a has still the type pointer-to-A,
// but the value it holds is b, a pointer to a B object.
a.a(); // now here is the difference. If a() is non-virtual, A::a()
// will be called, because a is of type pointer-to-A.
// Whether the object it points to is of type A, B or
// something entirely different doesn't matter, what gets called
// is determined during compile time from the type of a.
a.a(); // now if a() is virtual, B::a() will be called, the compiler
// looks during runtime at the value of a, sees that it points
// to a B object and uses B::a(). What gets called is determined
// from the type of the __value__ of a.

As you can see below, the function A::a is successfully overridden with B::a without requiring virtual
It may, or it may not work. In your example it works, but it's because you create and use an B object directly, and not through pointer to A. See C++ FAQ Lite, 20.3.
So virtual also tells the compiler to call up the parent's destructors?
A virtual destructor is needed if you delete a pointer of base class pointing to an object of derived class, and expect both base and derived destructors to run. See C++ FAQ Lite, 20.7.

You need the virtual if you use a base class pointer as consultutah (and others while I'm typing ;) ) says it.
The lack of virtuals allows to save a check to know wich method it need to call (the one of the base class or of some derived). However, at this point don't worry about performances, just on correct behaviour.
The virtual destructor is particulary important because derived classes might declare other variables on the heap (i.e. using the keyword 'new') and you need to be able to delete it.
However, you might notice, that in C++, you tend to use less deriving than in java for example (you often use templates for a similar use), and maybe you don't even need to bother about that. Also, if you never declare your objects on the heap ("A a;" instead of "A * a = new A();") then you don't need to worry about it either. Of course, this will heavily depend on what/how you develop and if you plan that someone else will derive your class or not.

Try ((A*)&b).a() and see what gets called then.
The virtual keyword lets you treat an object in an abstract way (I.E. through a base class pointer) and yet still call descendant code...
Put another way, the virtual keyword "lets old code call new code". You may have written code to operate on A's, but through virtual functions, that code can call B's newer a().

Say you instantiated B but held it as an instance of an A:
A *a = new B();
and called function a() whose implementation of a() will be called?
If a() isn't virtual A's will be called. If a() was virtual the instantiated sub class version of a() would be called regardless of how you're holding it.
If B's constructor allocated tons of memory for arrays or opened files, calling
delete a;
would ensure B's destructor was called regardless as to how it was being held, be it by a base class or interface or whatever.
Good question by the way.

I always think about it like chess pieces (my first experiment with OO).
A chessboard holds pointers to all the pieces. Empty squares are NULL pointers. But all it knows is that each pointer points a a chess piece. The board does not need to know more information. But when a piece is moved the board does not know it is a valid move as each pice has different characteristica about how it moves. So the board needs to check with the piece if the move is valid.
Piece* board[8][8];
CheckMove(Point const& from,Point const& too)
{
Piece* piece = board[from.x][from.y];
if (piece != NULL)
{
if (!piece->checkValidMove(from,too))
{ throw std::exception("Bad Move");
}
// Other checks.
}
}
class Piece
{
virtual bool checkValidMove(Point const& from,Point const& too) = 0;
};
class Queen: public Piece
{
virtual bool checkValidMove(Point const& from,Point const& too)
{
if (CheckHorizontalMove(from,too) || CheckVerticalMoce(from,too) || CheckDiagonalMove(from,too))
{
.....
}
}
}

Related

Must I either mark the destructor of the base class as virtual function or mark it as protected function?

As per this article, which says that[emphasis mine]:
Making base class destructor virtual guarantees that the object of derived class is destructed properly, i.e., both base class and derived class destructors are called.
As a guideline, any time you have a virtual function in a class, you should immediately add a virtual destructor (even if it does nothing). This way, you ensure against any surprises later.
I think even if your base class has no virtual function,you should either add a virtual destructor or mark the destructor of the base class as protected.Otherwise, you may face memory leak when trying to delete a pointer pointed to a derived instance. Am I right?
For example,here is the demo code snippet:
#include<iostream>
class Base {
public:
Base(){};
~Base(){std::cout << "~Base()" << std::endl;};
};
class Derived : public Base {
private:
double val;
public:
Derived(const double& _val){};
~Derived(){std::cout << "~Derived()" << std::endl;}; //It would not be called
};
void do_something() {
Base* p = new Derived{1};
delete p;
}
int main()
{
do_something();
}
Here is the output of the said code snippet:
~Base()
Could anybody shed some light on this matter?
The behavior of the program in the question is undefined. It deletes an object of a derived type through a pointer to its base type and the base type does not have a virtual destructor. So don't do that.
Some people like to write code that has extra overhead in order to "ensure against any surprises later". I prefer to write code that does what I need and to document what it does. If I decide later that I need it to do more, I can change it.
This question will lead to a bunch of other questions about whether a programmer should always be super safe by protecting its code even against currently non existent problems.
In your current code, the Derived class only adds a trivial double to its base class, and a rather useless destructor, that only contains a trace print. If you deleted an object through a pointer to the base class, the Derived destructor will not be called, but it will be harmless. Furthermore, as you were told in the comment, using polymorphism (casting a pointer to a base class one) with no virtual function does not really makes sense.
Long story made short, if you have a class hierarchy with no virtual function, users are aware of it and never delete an object through a pointer to its base class. So you have no strong reason to make the destructor virtual nor protected. But IMHO, you should at least leave a comment on the base class to warn future maintainers about that possible problem.
Without a virtual destructor your call to delete is arguably wrong. It should be:
void do_something() {
Base* p = new Derived{1};
Derived *t = dynamic_cast<Derived*>(p);
if (t) {
delete t;
} else {
delete p;
}
}
You can use up/down casting of objects to store them in a common array or vector and still be able to call methods of the derived objects all without a virtual destructor. It's usually a sign of bad design but it is legal C++ code. The cost is that you have to do cast back to the original types before delete like above.
Note: The dynamic_cast can only be done when Base has at least one virtual function. And if you have a virtual functions you should just add the virtual destructor.
And if you don't need to dynmaic_cast anywhere then show me case where you can't use an array of Base instead of Base *.
The point of making the destructor of the base class protected I guess is to generate an error when someone deletes a Base* so you can then make the destructor virtual. Means you don't have the overhead of a virtual destructor until you actually need it.
fwiw it's happening because you try to delete it through Base. if you somehow really want to have object reference/pointer of only the base type, there are some alternatives.
void do_something() {
Base&& b = Derived{1};
}
void do_something() {
Derived d{1};
Base* p = &d;
Base& b = d;
}
void do_something() {
std::shared_ptr<Base> sb = std::make_shared<Derived>(1);
}
// NOTE: `std::unique_ptr` doesn't work
void do_something() {
std::unique_ptr<Base> ub = std::make_unique<Derived>(1); // warning: this not work
}

Regarding virtual function output [duplicate]

I was trying to figure out what happens when a derived class declares a virtual function as private. The following is the program that I wrote
#include <iostream>
using namespace std;
class A
{
public:
virtual void func() {
cout<<"A::func called"<<endl;
}
private:
};
class B:public A
{
public:
B()
{
cout<<"B constructor called"<<endl;
}
private:
void func() {
cout<<"B::func called"<<endl;
}
};
int main()
{
A *a = new B();
a->func();
return 0;
}
Surprisingly (for me) the output was:
B constructor called
B::func called
Isn't this violating the private access set for that function. Is this the expected behavior? Is this is a standard workaround or loophole? Are access levels bypassed when resolving function calls through the VTABLE?
Any insight in to this behavior would be greatly helpful.
Further it was mentioned that a privately overriding a virtual member would prevent further classes from inheriting it. Even this is having problems. Modifying the above program to include:
class C: public B
{
public:
void func() {
cout<<"C::func called"<<endl;
}
};
and the main test program to:
int main()
{
A *a = new C();
a->func();
return 0;
}
output is:
C::func called
This is well-defined behavior. If a were a B* this wouldn't compile. The reason is that member access is resolved statically by the compiler, not dynamically at run-time. Many C++ books suggest that you avoid coding like this because it confuses less experienced coders.
The behavior is correct. Whenever you declare your function as "virtual", you instruct the compiler to generate a virtual call, instead of the direct call to this function. Whenever you override the virtual function in the descendant class, you specify the behavior of this function (you do not change the access mode for those clients, who rely on the "parent's" interface).
Changing the access mode for the virtual function in the descendant class means that you want to hide it from those clients, who use the descendant class directly (who rely on the "child's" interface).
Consider the example:
void process(const A* object) {
object->func();
}
"process" function relies on the parent's interface. It is expected to work for any class, public-derived from A. You cannot public-derive B from A (saying "every B is A"), but hide a part of its interface. Those, who expect "A" must receive a fully functional "A".
Well, you are calling A::func() which is public though in a B object it is overridden by B::func(). This is a common pattern with the following implications:
func is not intended to be called on derived B objects
func cannot be overridden in classes derived from B

Does a static_cast of a derived object to base always select most derived object?

In the artificial example below, if I static_cast to the base class, when I call the setSnapshot() function it still calls the actual object setSnapshot(). This is what I want to happen. My question is can I always rely on this to work?
In code I am working on, we have this class hierarchy and in the b class there are macros used which static cast to the b type. This is to downcast from a base type so that specialised function in b can be called.
#include <iostream>
class a {
};
class b: public a {
public:
virtual void setSnapshot() { std::cout << "setting b snapshot\n"; }
};
class c : public b {
public:
virtual void setSnapshot() { std::cout << "setting c snapshot\n"; }
};
int main() {
a* o = new c;
//specifically casting to b
static_cast<b*>(o)->setSnapshot(); //prints setting c snapshot - what I want to happen
delete o;
return 0;
}
The title suggests that you're misunderstanding what the case does. new c creates an object of type c, and it will remain a c until it's destructed.
If you were to cast it to an a, you'd create a copy. But yu're only casting pointers. That doesn't affect the original object. That's still a c, and that's why you end up calling c::setSnapshot().
As long as a function is virtual in the statically known type a call of it will go to the override that is most derived.
For single inheritance this can be understood as a search for an implementation up the base class chain, starting in the most derived class.
In practice, for C++, the dynamic search is not done, and the effect of the search is instead implemented as a simple table lookup.

Can you explain how the methods of the class are called?

conv.h
class Base
{
public:
void foo();
};
class Derived: public Base
{
public:
void bar();
};
class A {};
class B
{
public:
void koko();
};
conv.cpp
void Base::foo()
{
cout<<"stamm";
}
void Derived::bar()
{
cout<<"bar shoudn't work"<<endl;
}
void B::koko()
{
cout<<"koko shoudn't work"<<endl;
}
main.cpp
#include "conv.h"
#include <iostream>
int main()
{
Base * a = new Base;
Derived * b = static_cast<Derived*>(a);
b->bar();
Derived * c = reinterpret_cast<Derived*>(a);
c->bar();
A* s1 = new A;
B* s2 = reinterpret_cast<B*>(s1);
s2->koko();
}
output:
bar shoudn't work
bar shoudn't work
koko shoudn't work
How come the method bar is succeeded to be called in run time despite that I have created a Base class not derived?? it works even with two types of conversions (static and reinterpret cast).
same question as above but with unrelated classes (A & B) ??
Undefined behaviour can do anything, including appear to work.
It's working (read: "compiling and not crashing") 'cause you never use the this pointer in your nominally "member" functions. If you tried to print out a member variable, for example, you'd get the garbage output or crashes you expect - but these functions as they are now don't depend on anything in the classes they're supposedly part of. this could even be NULL for all they care.
The compiler knows a Derived can use member functions foo() and bar() and knows where to find them. After you did your "tricks", you had pointers to Derived.
The fact that they were pointers of type Derived -- regardless of what data was associated with those pointers -- allowed them to call the functions foo() and kook() associated with Derived.
As has been mentioned, if you had actually used the data at the pointers (i.e. read or wrote data members relative to this belonging to the Derived class (which you don't have in this case), you would have been access memory that didn't belong to your objects.

call a childs version of a function instead of a parents?

Okay, so I got two classes.
class a{
public:
a(){};
void print(){cout << "hello"};
}
class b : public a{
public:
void print(){cout << "hello world";}
}
And a array of parents with a child
a blah[10];
blah[5] = b();
Than I call print, and want it to say hello world.
blah[5].print();
But it calls the parent. How do I fix this?
This can be fixed by declaring the function virtual, a la:
class a{
public:
virtual void print(){
cout << "hello";
}
}
class b : public a{
public:
virtual void print() {
cout << "hello world";
}
}
This is how one implements polymorphism in C++. More here: http://en.wikipedia.org/wiki/Virtual_function
However, it should be noted that in your example, it will never call the child function, because you are using object values, not pointers/references to objects. To remedy this,
a * blah[10];
blah[5] = new b();
Then:
blah[5]->print();
What you're looking for is run-time polymorphism, which means to have the object take "many forms" (i.e. a or b), and act accordingly, as the program runs. In C++, you do this by making the function virtual in the base class a:
virtual void print() {cout << "hello"};
Then, you need to store the elements by pointer or reference, and - as in general the derived classes can introduce new data members and need more storage - it's normal to create the objects on the heap with new:
a* blah[10];
blah[5] = new b();
Then you can call:
blah[5]->print();
And it will call the b implementation of print().
You should later delete blah[5] (and any other's you've pointed at memory returned by new).
In practice, it's a good idea to use a container that can delete the objects it contains when it is itself destructed, whether due to leaving scope or being deleted. std::vector<> is one such container. You can also use smart-pointers to automate the deletion of the a and b objects. This helps make the code correct if exceptions are thrown before your delete statements execute, and you want your program to keep running without leaking memory. The boost library is the easiest/best place to get a smart pointer implementation from. Together:
#include <vector>
#include <boost/shared_ptr.hpp>
std::vector<boost::shared_pointer<a> > blah(10);
blah[5] = new b();
(It's more normal to use vectors with push_back(), as it automatically grows the vector to fit in all the elements you've added, with the new total available by calling vector::size().)
It does that because you told the compiler that your instance was of type a. It's in an array of a objects, right? So it's of type a!
Of course, you want the method in b to overwrite the one in a, despite having a reference of the parent type. You can get that behaviour using the virutal keyword on function declaration in the parent class.
virtual void print(){cout << "hello"};
Why does it work like that?
Because when you cast your object to the parent class, you introduced an ambiguity. When this object's print() is called, how should we treat it? It is of type b, but the reference is of type a, so the sorrounding code may expect it to behave like a, not b!
To disambiguate, the virtual keyword is introduced. virtual functions are always overridden, if the object is of a child class containing a method with the same signature.
Cheers!
Declare a::print() as virtual and use pointer/reference to call the print() function. When you do blah[5] = b(), it does object slicing. You don't have any effect calling a virtual function using object.