C++ Templates vs. Aggregation - c++

Consider the following piece of code:
class B {
private:
// some data members
public:
friend bool operator==(const B&,const B&);
friend ostream& operator<<(ostream&,const B&);
// some other methods
};
template <typename T=B>
class A {
private:
// some data members
vector<vector<T> > vvlist;
public:
// some other methods
};
My requirement is that the type T that is passed as type parameter must provide definitions for the operator== and the operator<< methods. I do not want to enforce any other restrictions on T.
How can I do this?
One way that I can think of is to Create an Abstract class say "Z" that declares these two methods.
and then write
vector<vector<Z> > vvlist;
and NOT have class A as a template.
Is there a better way to do this?

It happens automatically.
If your code calls the operators == and <<, then the code simply won't compile if the class is passed a type that doesn't define these operators.
It is essentially duck-typing. If it looks like a duck, and quacks like a duck, then it is a duck. It doesn't matter whether it implements an IDuck interface, as long as it exposes the functionality you try to use.

It seems like you are looking for a concept check library. See what Boost has to offer: Boost Concept Check Library. That link also has a good explanation what concepts are. Quote:
A concept is a set of requirements
(valid expressions, associated types,
semantic invariants, complexity
guarantees, etc.) that a type must
fulfill to be correctly used as
arguments in a call to a generic
algorithm
In your question, the concept is "type T must provide operator== and operator<<".

You can write a private method in A that would test required stuff on T in compile time.
void TestReq(T x, T y)
{
if (x==y)
cout << x;
}
This way even plain integers would pass and work.

Related

c++ wrap return type

I am wrapping a library which I did not write to make it more user friendly. There are a huge number of functions which are very basic so it's not ideal to have to wrap all of these when all that is really required is type conversion of the results.
A contrived example:
Say the library has a class QueryService, it has among others this method:
WeirdInt getId() const;
I'd like a standard int in my interface however, I can get an int out of WeirdInt no problem as I know how to do this. In this case lets say that WeirdInt has:
int getValue() const;
This is a very simple example, often the type conversion is more complicated and not always just a call to getValue().
There are literally hundreds of function calls that return types likes these and more are added all the time, so I'd like to try and reduce the burden on myself having to constantly add a bajillion methods every time the library does just to turn WeirdType into type.
I want to end up with a QueryServiceWrapper which has all the same functionality as QueryService, but where I've converted the types. Am I going to have to write an identically names method to wrap every method in QueryService? Or is there some magic I'm missing? There is a bit more to it as well, but not relevant to this question.
Thanks
The first approach I'd think is by trying with templates such that
you provide a standard implementation for all the wrapper types which have a trivial getValue() method
you specialize the template for all the others
Something like:
class WeirdInt
{
int v;
public:
WeirdInt(int v) : v(v) { }
int getValue() { return v; }
};
class ComplexInt
{
int v;
public:
ComplexInt(int v) : v(v) { }
int getValue() { return v; }
};
template<typename A, typename B>
A wrap(B type)
{
return type.getValue();
}
template<>
int wrap(ComplexInt type)
{
int v = type.getValue();
return v*2;
};
int x = wrap<int, WeirdInt>(WeirdInt(5));
int y = wrap<int, ComplexInt>(ComplexInt(10));
If the wrapper methods for QueryService have a simple pattern, you could also think of generating QueryServiceWrapper with some perl or python script, using some heuristics. Then you need to define some input parameters at most.
Even defining some macros would help in writing this wrapper class.
Briefly, If your aim is to encapsulate the functionality completely so that WeirdInt and QueryService are not exposed to the 'client' code such that you don't need to include any headers which declare them in the client code, then I doubt the approach you take will be able to benefit from any magic.
When I've done this before, my first step has been to use the pimpl idiom so that your header contains no implementation details as follows:
QueryServiceWrapper.h
class QueryServiceWrapperImpl;
class QueryServiceWrapper
{
public:
QueryServiceWrapper();
virtual ~QueryServiceWrapper();
int getId();
private:
QueryServiceWrapperImpl impl_;
};
and then in the definition, you can put the implementation details, safe in the knowledge that it will not leach out to any downstream code:
QueryServiceWrapper.cpp
struct QueryServiceWrapperImpl
{
public:
QueryService svc_;
};
// ...
int QueryServiceWrapper::getValue()
{
return impl_->svc_.getId().getValue();
}
Without knowing what different methods need to be employed to do the conversion, it's difficult add too much more here, but you could certainly use template functions to do conversion of the most popular types.
The downside here is that you'd have to implement everything yourself. This could be a double edged sword as it's then possible to implement only that functionality that you really need. There's generally no point in wrapping functionality that is never used.
I don't know of a 'silver bullet' that will implement the functions - or even empty wrappers on the functions. I've normally done this by a combination of shell scripts to either create the empty classes that I want or taking a copy of the header and using text manipulation using sed or Perl to change original types to the new types for the wrapper class.
It's tempting in these cases to use public inheritance to enable access to the base functions while allowing functions to be overridden. However, this is not applicable in your case as you want to change return types (not sufficient for an overload) and (presumably) you want to prevent exposure of the original Weird types.
The way forward here has to be to use aggregation although in such as case there is no way you can easily avoid re-implementing (some of) the interfaces unless you are prepared to automate the creation of the class (using code generation) to some extent.
more complex approach is to introduce a required number of facade classes over original QueryService, each of which has a limited set of functions for one particular query or query-type. I don't know that your particular QueryService do, so here is an imaginary example:
suppose the original class have a lot of weired methods worked with strange types
struct OriginQueryService
{
WeirdType1 query_for_smth(...);
WeirdType1 smth_related(...);
WeirdType2 another_query(...);
void smth_related_to_another_query(...);
// and so on (a lot of other function-members)
};
then you may write some facade classes like this:
struct QueryFacade
{
OriginQueryService& m_instance;
QueryFacade(OriginQueryService* qs) : m_instance(*qs) {}
// Wrap original query_for_smth(), possible w/ changed type of
// parameters (if you'd like to convert 'em from C++ native types to
// some WeirdTypeX)...
DesiredType1 query_for_smth(...);
// more wrappers related to this particular query/task
DesiredType1 smth_related(...);
};
struct AnotherQueryFacade
{
OriginQueryService& m_instance;
AnotherQueryFacade(OriginQueryService* qs) : m_instance(*qs) {}
DesiredType2 another_query(...);
void smth_related_to_another_query(...);
};
every method delegate call to m_instance and decorated w/ input/output types conversion in a way you want it. Types conversion can be implemented as #Jack describe in his post. Or you can provide a set of free functions in your namespace (like Desired fromWeird(const Weired&); and Weired toWeired(const Desired&);) which would be choosen by ADL, so if some new type arise, all that you have to do is to provide overloads for this 2 functions... such approach work quite well in boost::serialization.
Also you may provide a generic (template) version for that functions, which would call getValue() for example, in case if lot of your Weired types has such member.

When is using 'typeid' the best solution?

There are many reasons not to use typeid. Other than for using members of type_info (implementation defined behavior), it is usually (always?) possible to provide similar functionality using other C++ language features, eg: overloading, virtual functions etc.
So, excluding usage that relies on the implementation defined behavior, does anybody have a real world example where typeid is the best solution?
So, excluding usage that relies on the implementation defined behavior, does anybody have a real world example where typeid is the best solution?
I sometimes use it in debug outputs, to verify that a template argument passed to my function is indeed of a given type. This makes sense in my case since the actual template argument passed to my function is generated by a specialised metafunction and I want to make sure that the right metafunction is used.
boost::any uses typeid to implement any_cast.
template<typename T> any_cast(const any& other) {
if(typeid(T) != other.type()) throw bad_any_cast();
//...actual cast here...
}
You can't be sure T is polymorphic, so dynamic_cast is out of the question, and the enclosed type within the boost::any call is lost by now, so none of the other casts can provide any sort of type safety.
When implementing multimethods (or multiple dispatch), where the actual call is chosen from e.g. a map, using std::type_info* as a key.
Write a dynamic tree where you can on the runtime modify structure of the tree where there are different types in each link, it'll need typeid. dynamic_cast is not enough.
Edit: Here's some details:
class I {
public:
virtual std::string type() const=0;
virtual void *value() const=0;
};
template<class T>
class Impl : public I
{
public:
Impl(T t) : t(t) { }
std::string type() const { return typeid(T).name(); }
void *value() const { return &t; }
private:
T t;
};
And then build a tree out of these:
template<class Node, class Link>
class Tree { };
With link type being the I* interface... Since the above works for any values of type T1,T2,T3,T4, we could also with similar classes for any functions T->T1, T->T2, T->T3, T->T4, and use that function type as the Node of the tree. Now you have proper expressions described in dynamic tree.
You can use typeid to compare the actual types of two objects. Could be useful if you want to check equality of two objects, and first make sure they are of the exact same type (though I must say I haven't seen this done a lot, so there might be a good reason why this is not a good idea...).
I use it to probe the class type of the exception in my catch all handler.
// fudge vtable existence (thrown exceptions must have one)
class StubException
{
virtual ~StubException();
};
.....
catch(...)
{
StubException *e = getExceptionObject(); // compiler/rt specific
std::string s = typeid(e).name();
...
throw;
}
The function getExceptionObject() is part of a small utility library I wrong to access additional information about exceptions. It comes in very handy when a function throws an exception I should be catch but don't. It has definitely saved a lot of frustration over the years since I immediately know the type of exception that needs coverage.

Polymorphic operator on a list of boost::any?

Suppose I have a list of type list<boost::any> that has some type in it that is unknown. Now suppose I want to apply some operation to the elements in the list that is polymorphic. In this case, consider the + operator. Suppose that I know that the list will always contain a homogenous set of objects that support operator+, and I want to get the result of applying operator+ (the "sum" in one sense) between each element of the list into a new boost::any. Something like this:
boost::any sum(list<boost::any> lst) {
// return lst[0]+lst[1]+lst[2] etc
}
Without enumerating all possible types that could support operator+, is there a way to do this? I'm extremely open to crazy ideas.
(I really do have an ok reason for doing this... I'm implementing an interpreter)
You could use boost::variant instead if you know the range of possible types in the list.
I don't see how you can do this without a mesh of operator+ functions to handle every possible combination of contained types, or regular runtime polymorphism.
What is the concrete type you wish to see in the final boost::any output, I wonder?
btw if you are implementing an interpreter, check out Boost.Spirit which might illuminate your design problem here.
C++ matches functions (and operators are merely fancy functions that have an additional infix syntax) by their types, not by their names, at compile-time. (Rather than checking at run-time whether the objects involved support the requested operation.)
The only exception to that I can think of is virtual functions. If the types were polymorphic, you could use any of the workarounds for missing multi-methods (double dispatch). But since they can be anything, I don't think you can do this.
If you have a limited set of types, template-meta programming might help the generate functions implementing addition. But if the number of types involved were limited, you'd probably use boost::variant.
(IME saying this means that, in very short time, someone comes along and proves me wrong.)
No. Not with boost::any nor with boost::variant (doesn't qualify your, "Without enumerating all possible types that could support operator+," requirement).
What you need to do is make your own. The concept behind boost::any is quite simple. If you look at the documentation they have a link to an article explaining the technique (it's basically the handle/body idiom with polymorphism). All you need to do is decide what interface your various objects must have and write the 'any' interface and it's impl accordingly. Something resembling something like so:
struct my_any
{
template < typename T >
my_any(T const& t) : pimpl(new impl<T>(t)) {}
...
some_type get_some_type() const;
...
private:
struct impl_base
{
....
virtual some_type get_some_type() const = 0;
};
template < typename T >
struct impl : impl_base
{
some_type get_some_type() const { return t.get_some_type(); }
impl(T const& t_var) : t(t_var) {}
....
};
boost::scoped_ptr<impl_base> pimpl;
};
some_type operator+ (my_any const& a, my_any const& b)
{
return a.get_some_type() + b.get_some_type();
}
It's hard to imagine what operator+ would do on generic types so I made something up that makes a small amount of sense to me. You'll of course need to change to your needs.

Advantages of an empty class in C++

What could be the possible advantages/uses of having an empty class?
P.S:
This question might sound trivial to some of you but it is just for learning purpose and has no practical significance. FYI googling didn't help.
One use would be in template (meta-)programming: for instance, iterator tags are implemented as empty classes. The only purpose here is to pass around information at compilation time so you can check, if an iterator passed to e.g. a template function meets specific requirements.
EXAMPLE:
This is really simplified, just to ge an idea. Here the purpose of the tag class is to decide, which implementation of an algorithm to use:
class forward_iterator_tag {};
class random_access_iterator_tag {};
class MySimpleForwardIterator {
public:
typedef typename forward_iterator_tag tag;
// ...
};
class MySimpleRandomIterator {
public:
typedef typename random_access_iterator_tag tag;
// ...
};
template<class iterator, class tag>
void myfunc_int(iterator it, tag t) {
// general implementation of myfunc
}
template<class iterator>
void myfunc_int<iterator, forward_iterator_tag>(iterator it) {
// Implementation for forward iterators
}
template<class iterator>
void myfunc_int<iterator, random_access_iterator_tag>(iterator it) {
// Implementation for random access iterators
}
template<class iterator>
void myfunc(iterator it) {
myfunc_int<iterator, typename iterator::tag>(it);
}
(I hope I got this right, it's been a while since I used this ...)
With this code, you can call myfunc on an arbitrary iterator, and let the compiler choose the correct implementation depending on the iterator type (i.e. tag).
The following can be used to have a boost::variant which can hold an (SQL) NULL value for example.
class Null { };
typedef boost::variant<Null, std::string, int> Value;
To make it more useful things like operator== and operator<< are handy. For example:
std::ostream& operator<<(std::ostream &lhs, const Null &rhs)
{
lhs << "*NULL*";
return lhs;
}
int main()
{
Variant v("hello");
std::cout << v << std::endl;
v = Null();
std::cout << v << std::endl;
...
}
Will give:
hello
*NULL*
In the STL, Standard Template Library of the C++, for example you have
template<class _Arg,
class _Result>
struct unary_function
{ // base class for unary functions
typedef _Arg argument_type;
typedef _Result result_type;
};
When defining a functor, you can inherit unary_function, and then you have the typedef defined automatically at your disposal.
An empty class could be used as a "token" defining something unique; in certain patterns, you want an implementation-agnostic representation of a unique instance, which has no value to the developer other than its uniqueness. One example is Unit of Work; you may not care one bit about what's going on inside your performer, but you want to tell that performer that the tasks you're telling it to perform are part of an atomic set. An empty class representing the Unit of Work to the outside world may be perfect in this case; almost anything a Unit of Work object could store or do (encapsulating a DB transaction, exposing Commit/Rollback behaviors) would start tying you to a particular implementation, but an object reference is useful to provide a unique but copyable and passable reference to the atomic set of tasks.
You can use it like a placeholder for checking purpose or as enabler to special functionality. For example in Java exist the "empty" interface Serializable used to specify if a class is serializable.
"empty" classes means classes which have no data members?
They typically declare typedefs or member functions, and you can extend them with your own classes.
Here is an interesting link with answers to why its allowed. You might find this helpful to find situations where it might be useful.
As others have said, often an empty class (or struct) is used a placeholder, a differentiator, a token, etc.
For example, a lot of people are unaware that there are "nothrow" versions of operator new. The syntax to invoke nothrow new is:
p = new(std::nothrow) Bar;
and std::nothrow is defined simply as
struct nothrow_t {}; //defined in namespace std
The answer by MartinStettner is fine though just to highlight an important point here: The concept of iterator tags or for that matter any tags in C++, is not strictly dependent on empty classes. The C++ tags, if stl writers would have wanted to, could well have been non-empty classes; that should work but then it won't add any additional value; at least for compile time acrobatics that it is usually reserved for.
For the sake of typeid
Suppose we have comparable interface Id. We need fill some container with unique instances of this interface. How to guarantee the uniqueness of Id instances produced by independent software parts? «Independent parts» means some different dynamic libraries, compiled by different programmers from different locations
One of decisions is to compare typeid of some type first. If typeid matches, convert and compare other implementation specific properties. C++ language guarantees uniqueness of any type within process memory. Which type should be used for this purpose? Any type with minimum resource consumption — empty one

C++: Inheritance v. Containment for a templatized class

I have the following struct:
template <typename T>
struct Odp
{
T m_t;
};
I want to specialize it so I can add an operator so the type plays nicely with STL sets. (I can't modify Odp directly; it's legacy code.) Here are two methods I see of doing it:
struct Ftw : public Odp<int>
{
bool operator==(const Ftw& rhs)
{
return m_t == rhs.m_t;
}
};
struct FtwContain
{
Odp<int> odp;
bool operator==(const FtwContain& rhs)
{
return odp.m_t == rhs.odp.m_t;
}
};
Is there any reason to prefer the second over the first? The first method appears to allow cleaner code:
Ftw ftw;
ftw.m_t = 2;
FtwContain ftwContain;
ftwContain.odp.m_t = 2;
(Also, there's a chance that I'm confused about what the term "template specialization" means.)
I don't believe there is any need to create a new type - simply write a free function:
template <typename T>
bool operator==( const Odp<T> & a, const Odp <T> & b ) {
return a.m_t == b.m_t;
}
You may indeed be confused about the terminilogy. (Partial) template specialization normally referes to a specific implementation of a templated class /struct for a dedicated type. I.e. you may have a generic template class Hash that provides hash values for types using a method getHash. This method then has a generic implementation, that doesn't care about the type, and maybe a special implementation for hash values on strings:
// default implementation
template<typename T> class Hash { int getHash(T val) { return val; } }
// string implementation
template<> class Hash<std::string> { int getHash(std::string val) { return val[0] || val[1]; } }
What you are doing in ur examples however is not template specialization but inheritance (in the first approach) and using the Odp template as a client. In both cases, if anyone uses the Odp template as in Odp<int> odp, the original implementation will be used, which may not be what you want. If you would use proper template specialization, Odp<int> would refer to your specialized code.
Why not deriving Odp to MyOdp, put your (generic) code in it and just make Ftw derive from Odp (as in your first example) or using a typedef ?
By the way that not specialization but instanciation. Template specialization is when you (re)define a method for a specific type.
I usually prefer composition over inheritance, but it really depends on the design. Is Ftw a type of Odp or does Ftw contain an Odp.
I wouldn't choose the method based on cleaner code (since it's not that much of a difference), I would choose the method based on conceptually what is the relationship between Odp and Ftw.
In the case you mentioned, I think a free function is possibly the cleanest way with the least amount of rebuild issues. Put this free function in a separate cpp file and you should be good to go.
Possible cases for derivation
You would want to derive if you have to pass your object to some function which takes a base-class type
Is the derived class a type of the first type. If so, yes (eg., a carnivore is an animal)
3.If there are protected methods in the base class that you want to use in your derived class. I am not sure if the structure you mentioned is the complete code or only the relevant section. If it is not, then this might be one reason you want to derive.
Possible cases for containing
You merely want to use the class and there is no is-a relationship. TBH, one can simulate an is-a with containing objects too, where in the container type acts like a proxy for the contained-type (I think this is a design pattern, but am not sure of the name of the pattern).
You are interested in using only one or two methods, and there is no worry of a shared state
This object is never passed to any other interface which requires a base class (one can always pass the contained object, but that looks dirty. Also, toss in virtual functions and things are different. Sorry, I digress).
As Neil mentions, operator== can well be a free function.
Another option: standard library allows the use of custom predicate objects. In this case:
#include <set>
template <typename T>
struct Odp
{
T m_t;
};
struct CompareOdp
{
template <class T>
bool operator() (const Odp<T>& a, const Odp<T>& b) const
{
return a.m_t < b.m_t;
}
};
int main()
{
std::set<Odp<int>, CompareOdp > my_set;
Odp<int> value = {10};
my_set.find(value);
}
(Not sure, whether it might be a better idea to make the whole predicate a template. Making just operator() a template seems to make it easier to use, as it leaves more things to the compiler to figure out. Not sure if it could back-fire in some scenarios.)
Also note that std::set uses a predicate for ordering (by default std::less<X>), not for equality tests.