I'm trying to design a function template which searches for the best move
for any game - of course the user of this function template has to implement
some game specific functions. What i'm trying to do is to generalize the
alpha beta search algorithm with a function template.
The declaration of this function template looks like this:
template<class GameState, class Move,
class EndGame, class Evaluate, class GetMoves, class MakeMove)
int alphaBetaMax(GameState g, int alpha, int beta, int depthleft);
Among other things the function has to:
Determine if a game has ended: bool EndGame(g)
Evaluate the state of a game: int Evaluate(g)
Get the possible moves: std::vector<Move> moves = GetMoves(g)
Make a move: Gamestate gnew = MakeMove(g, moves[i])
Do you think the function has to many template arguments? Is there a way to
reduce the number of arguments? One idea is to extend the GameState class with members
that evaluate the gamestate or decide if the game has ended. But a alpha beta
search tree contains a lot of Gamestate instances which may leads to
unnecessary memory requirements, thus i like to keep Gamestate small. In general, is a function template actually the right way?
You could define an abstract interface say game_traits and have specialized game_traits implementation for each game:
template<typename Game>
class game_traits {
...
};
class Chess {
...
};
template<>
class game_traits<Chess> {
static bool endGame(Chess game);
...
};
template <typename Game, typename traits = game_traits<Game> >
int alphaBetaMax(Game game, int alpha, int beta, int depthleft) {
ended = traits::endGame(game);
...
}
See char_traits in the C++ standard library how it is used there.
Alternatively, you could make them just methods of the Game classes, you don't need inheritence here from some abstract class since you supply it as a template argument. You will just get a, perhaps not so transparent, compile error when your template function tries to access, say game.has_ended(), when no such method exists. This kind of mechanism is also used a lot in the standard template library.
btw, there was a new feature planned for this; Concepts:
auto concept GameType<typename Game>
{
bool has_ended(Game&);
...
};
template<typename Game> requires GameType<Game>
int alphaBetaMax(Game game, int alpha, int beta, int depthleft) {
bool ended = game.has_ended();
...
}
Unfortunately Concepts have been postponed to a future version of the standard and will not yet appear in c++0x :(
As far as I can understand the idea, I would aggregate things a bit:
GameState, EndGame, GetMoves, Evaluate - wrap with single traits type GameStateTraits
MakeMove is a responsibility of separate algorithm, so GameMovePolicy
I intentionally distinguish traits and policy as separate type. As it's explained in Boost's Generic Programming Techniques, traits usually carry type information, a description of type properties. This idea fits well to carry static information, a game state. Policy provides behaviour - MakeMove is a part of game dynamic, behavioural algorithm.
template<typename GameStateTraits, typename GameMovePolicy>
int alphaBetaMax(GameStateTraits const& state, int alpha, int beta, int depthleft);
Adding methods to a class doesn't make objects of that class bigger. The methods are stored once for the whole class and used by calls on any instances. Therefore adding the functions to the GameState class would not cause the algorithm to require more memory.
The function template then would only require the single parameter GameState and classes used as this parameter would be required to implement the right methods.
A more flexible approach would be to simply use free functions in the algorithm:
template<class GameState>
int alphaBetaMax(GameState g, int alpha, int beta, int depthleft) {
if (endGame(g)) {
return 1;
}
std::vector<Move> moves = getMoves(g);
// ...
}
Here endGame and getMoves are dependent names, they depend on the template parameter (since they take g as a parameter). Therefore the compiler won't search for actual definitions of these names when the template is declared (it doesn't know yet what type these functions should have since GameState is not specified yet).
Only when the template is instantiated the overloads for these functions need to be available that fit the way they are used in the template:
struct MyGameState {};
bool endGame(const MyGameState &st) {
return false;
}
std::vector<Move> getMoves(const MyGameState &st) {
// ...
}
void tst() {
MyGameState s;
alphaBetaMax(s, 1, 1, 1); // uses the new functions
}
This way you can adapt any GameState object to your algorithm without having to require special methods on these objects. To avoid polluting the global namespace with these new functions you could put them into their own namespace or a traits class.
So basically you can just leave out the additional template parameters, as long as functions of the correct names and types will be defined once you instantiate the template.
Personally I'd write this as:
int alphaBetaMax(GameState *g, Move *move, EndGame *endgame,
Evaluate *evaluate, GetMoves* getmoves, MakeMove* makemove,
int alpha, int beta, int depthleft);
You'd call it as:
GameState gs;
alphaBetaMax(&gs, new ChessMove(), new ChessEndGame(), new ChessEvaluate(),
new ChessGetMoves(), new ChessMakeMove(), a, b, 40);
The function itself would delete every pointer but gamestate (I'm assuming that's where your function returns the result, everything else is temporary?).
Now an even better way to do all this is to pass just one class that can do everything, since "make move", "get move", "evaluate", they're all part of the same logic. There's no reason to make 5 different classes, C++ allows you to override more than one virtual function in a class.
Too many? Why is it a template at all? This is exactly the kind of 'hitting a nail with infinite hammers' you need to be careful of with templates. Especially something like AI where most problems are largely intractable and performance is crucial.
Naive question: shouldn't the gamestate evaluation and "game has ended" decision be additional methods (you wrote members) in the gamestate class, and thus occupy no additional per-instance memory? Just asking...
Related
I am trying to get my head around applying template programming (and at some future point, template metaprogramming) to real-world scenarios. One problem I am finding is that C++ Templates and Polymorphism don't always play together the way I want.
My question is if the way I'm trying to apply template programming is improper (and I should use plain old OOP) or if I'm still stuck in the OOP mindset.
In this particular case, I am trying to solve a problem using the strategy-pattern. I keep running into the problem where I end up wanting something to behave polymorphically which templates don't seem to support.
OOP Code using composition:
class Interpolator {
public:
Interpolator(ICacheStrategy* const c, IDataSource* const d);
Value GetValue(const double);
}
void main(...) {
Interpolator* i;
if (param == 1)
i = new Interpolator(new InMemoryStrategy(...), new TextFileDataSource(...));
else if (param == 2)
i = new Interpolator(new InMemoryStrategy(...), new OdbcDataSource(...));
else if (param == 3)
i = new Interpolator(new NoCachingStrategy(...), new RestDataSource(...));
while (run) {
double input = WaitForRequest();
SendRequest(i->GetValue(input));
}
}
Potential Template Version:
class Interpolator<class TCacheStrategy, class TDataSource> {
public:
Interpolator();
Value GetValue(const double); // may not be the best way but
void ConfigCache(const& ConfigObject); // just to illustrate Cache/DS
void ConfigDataSource(const& ConfigObject); // need to configured
}
//Possible way of doing main?
void main(...) {
if(param == 1)
DoIt(Interpolator<InMemoryStrategy, TextFileDataSource>(), c, d);
else if(param == 2)
DoIt(Interpolator<InMemoryStrategy, OdbcDataSource>(), c, d)
else if(param == 3)
DoIt(Interpolator<NoCachingStrategy, RestDataSource>(), c, d)
}
template<class T>
void DoIt(const T& t, ConfigObject c, ConfigObject d) {
t.ConfigCache(c);
t.ConfigDataSource(c);
while(run) {
double input = WaitForRequest();
SendRequest(t.GetValue(input));
}
}
When I try to convert the OOP implementation to a template-based implementation, the Interpolator code can be translated without a lot of pain. Basically, replace the "interfaces" with Template type parameters, and add a mechanism to either pass in an instance of Strategy/DataSource or configuration parameters.
But when I get down to the "main", it's not clear to me how that should be written to take advantage of templates in the style of template meta programming. I often want to use polymorphism, but it doesn't seem to play well with templates (at times, it feels like I need Java's type-erasure generics... ugh).
When I often find I want to do is have something like TemplateType<?, ?> x = new TemplateType<X, Y>() where x doesn't care what X, Y is.
In fact, this is often my problem when using templates.
Do I need to apply one more level of
templates?
Am I trying to use my shiny new power template wrench to
install a OOP nail into a PCI slot?
Or am I just thinking of this all
wrong when it comes to template
programming?
[Edit] A few folks have pointed out this is not actually template metaprogramming so I've reworded the question slightly. Perhaps that's part of the problem--I have yet grok what TMP really is.
Templates provide static polymorphism: you specify a template parameter at compile time implementing the strategy. They don't provide dynamic polymorphism, where you supply an object at runtime with virtual member functions that implement the strategy.
Your example template code will create three different classes, each of which contains all the Interpolator code, compiled using different template parameters and possibly inlining code from them. That probably isn't what you want from the POV of code size, although there's nothing categorically wrong with it. Supposing that you were optimising to avoid function call overhead, then it might be an improvement on dynamic polymorphism. More likely it's overkill. If you want to use the strategy pattern dynamically, then you don't need templates, just make virtual calls where relevant.
You can't have a variable of type MyTemplate<?> (except appearing in another template before it's instantiated). MyTemplate<X> and MyTemplate<Y> are completely unrelated classes (even if X and Y are related), which perhaps just so happen to have similar functions if they're instantiated from the same template (which they needn't be - one might be a specialisation). Even if they are, if the template parameter is involved in the signatures of any of the member functions, then those functions aren't the same, they just have the same names. So from the POV of dynamic polymorphism, instances of the same template are in the same position as any two classes - they can only play if you give them a common base class with some virtual member functions.
So, you could define a common base class:
class InterpolatorInterface {
public:
virtual Value GetValue(const double) = 0;
virtual void ConfigCache(const& ConfigObject) = 0;
virtual void ConfigDataSource(const& ConfigObject) = 0;
virtual ~InterpolatorInterface() {}
};
Then:
template <typename TCacheStrategy, typename TDataSource>
class Interpolator: public InterpolatorInterface {
...
};
Now you're using templates to create your different kinds of Interpolator according to what's known at compile time (so calls from the interpolator to the strategies are non-virtual), and you're using dynamic polymorphism to treat them the same even though you don't know until runtime which one you want (so calls from the client to the interpolator are virtual). You just have to remember that the two are pretty much completely independent techniques, and the decisions where to use each are pretty much unrelated.
Btw, this isn't template meta-programming, it's just using templates.
Edit. As for what TMP is, here's the canonical introductory example:
#include <iostream>
template<int N>
struct Factorial {
static const int value = N*Factorial<N-1>::value;
};
template<>
struct Factorial<0> {
static const int value = 1;
};
int main() {
std::cout << "12! = " << Factorial<12>::value << "\n";
}
Observe that 12! has been calculated by the compiler, and is a compile-time constant. This is exciting because it turns out that the C++ template system is a Turing-complete programming language, which the C preprocessor is not. Subject to resource limits, you can do arbitrary computations at compile time, avoiding runtime overhead in situations where you know the inputs at compile time. Templates can manipulate their template parameters like a functional language, and template parameters can be integers or types. Or functions, although those can't be "called" at compile time. Or other templates, although those can't be "returned" as static members of a struct.
I find templates and polymorphism work well toegther. In your example, if the client code doesn't care what template parameters Interpolator is using then introduce an abstract base class which the template sub-classes. E.g.:
class Interpolator
{
public:
virtual Value GetValue (const double) = 0;
};
template<class TCacheStrategy, class TDataSource>
class InterpolatorImpl : public Interpolator
{
public:
InterpolatorImpl ();
Value GetValue(const double);
};
void main()
{
int param = 1;
Interpolator* interpolator = 0;
if (param==1)
interpolator = new InterpolatorImpl<InMemoryStrategy,TextFileDataSource> ();
else if (param==2)
interpolator = new InterpolatorImpl<InMemoryStrategy,OdbcDataSource> ();
else if (param==3)
interpolator = new InterpolatorImpl<NoCachingStrategy,RestDataSource> ();
while (true)
{
double input = WaitForRequest();
SendRequest( interpolator->GetValue (input));
}
}
I use this idiom quite a lot. It quite nicely hides the templatey stuff from client code.
Note, i'm not sure this use of templates really classes as "meta-programming" though. I usually reserve that grandiose term for the use of more sophisticated compile-time template tricks, esp the use of conditionals, recursive defintions etc to effectively compute stuff at compile time.
Templates are sometimes called static (or compile-time) polymorphism, so yes, they can sometimes be used instead of OOP (dynamic) polymorphism. Of course, it requires the types to be determined at compile-time, rather than runtime, so it can't completely replace dynamic polymorphism.
When I often find I want to do is have something like TemplateType x = new TemplateType() where x doesn't care what X,Y is.
Yeah, that's not possible. You have to do something similar to what you have with the DoIt() function. Often, I think that ends up a cleaner solution anyway (you end up with smaller functions that do just one thing each -- usually a good thing). But if the types are only determined at runtime (as with i in the OOP version of your main function), then templates won't work.
But In this case, I think your template version solves the problem well, and is a nice solution in its own right. (Although as onebyone mentions, it does mean code gets instantiated for all three templates, which might in some cases be a problem)
This question might fall into "wanting the best of all worlds" but it is a real design problem that needs at least a better solution.
Structure needed:
In order of importance, here's the requirements that have me stuck
We need templates, whether on the class or function level. We are highly dependent on template objects in arguments of functions at this point. So if anything leaves the model below, its virtual functions (to my knowledge).
We want to decouple the call from selection. By that we want the user to declare a Math Object and have the background figure it out, preferably at runtime.
We want there to be a default, like shown in the above diagram.
In my company's program, we have a crucial algorithm generator that is dependent on both compile-time and runtime polymorphism, namely template classes and virtual inheritance. We have it working, but it is fragile, hard to read and develop and has certain features that won't work on higher optimization levels (meaning we are relying on undefined behavior somewhere). A brief outline of the code is as follows.
// Math.hpp
#include <dataTypes.hpp>
// Base class. Actually handles CPU Version of execution
template <typename T>
class Math {
// ...
// Example function. Parameters vary in type and number
// Variable names commented out to avoid compile warnings
virtual void exFunc ( DataType<T> /*d*/, float /*f*/ )
{
ERROR_NEED_CODE; // Macro defined to throw error with message
}
// 50+ other functions...
};
//============================================================
// exampleFuncs.cpp
#include<Math.hpp>
template <> void Math<float>::exFunc ( DataType<float> d, float f)
{
// Code Here.
}
Already, we can see some problems, and we haven't gotten to the main issue. Due to the sheer number of functions in this class, we don't want to define all in the header file. Template functionality is lost as a result. Second, with the virtual functions with the template class, we need to define each function in the class anyways, but we just shoot an error and return garbage (if return needed).
//============================================================
// GpuMath.hpp
#include <Math.hpp>
// Derived class. Using CUDA to resolve same math issues
GpuMath_F : Math<float> { ... };
The functionality here is relatively simple, but I noticed that again, we give up template features. I'm not sure it needs to be that way, but the previous developers felt constrained to declare a new class for each needed type (3 currently. Times that by 50 or so functions, and we have severe level of overhead).
Finally, When functionality is needed. We use a Factory to create the right template type object and stores it in a Math pointer.
// Some other class, normally template
template <typename T>
class OtherObject {
Math<T>* math_;
OtherObject() {
math_ = Factory::get().template createMath<T> ();
// ...
}
// ...
};
The factory is omitted here. It gets messy and doesn't help us much. The point is that we store all versions of Math Objects in the base class.
Can you point me in the right direction for other techniques that are alternative to inheritance? Am I looking for a variation of Policy Design? Is There a template trick?
Thanks for reading and thanks in advance for your input.
As has been discussed many times before, templates with virtual features don't jive well together. It is best to choose one or the other.
Approach 1 : Helper Class
The first and best option we have so far does just that, opting out of the virtual features for a wrapper class.
class MathHelper {
Math cpuMath;
GpuMath gpuMath;
bool cuda_; //True if gpuMath is wanted
template <typename T>
void exFunc ( DataType<T> d, float f )
{
if (cuda_)
gpuMath.exFunc( d, f );
else
cpuMath.exFunc( d, f );
}
// 50+ functions...
};
First, you might have noticed that the functions are templated rather than the class. It structurally is more convenient.
Pros
Gains full access to templates in both CPU and GPU classes.
Improved customization for each and every function. Choice of what is default.
Non-invasive changes to previous structure. For example, if this MathHelper was just called Math and we had CpuMath and GpuMath as the implementation, the instantiation and use can almost be the same as above, and stay exactly the same if we let Factory handle the MathHelper.
Cons
Explicit if/else and declaration of every function.
Mandatory definition of every function in MathHelper AND at least one of the other Math objects.
As a result, repeated code everywhere.
Approach 2: Macro
This one attempts to reduce the repeated code above. Somewhere, we have a Math function.
class Math {
CpuMath cpuMath;
GpuMath gpuMath;
// Some sort of constructor
static Math& math() { /*static getter*/ }
};
This math helper uses a static getter function similar to Exam 1 shown here. We have base class CpuMath that contains no virtual functions and derived class GpuMath. Again, templating is on function level.
Then from there, any time we want a math function we use this macro:
#define MATH (func, ret...) \
do { \
if (math.cuda_) \
ret __VA_OPT__(=) math().cuda.func; \
else \
ret __VA_OPT__(=) math().cpu.func; \
} while (0)
Pros
Remove repeat code of previous wrapper.
Again, full power of templates unlocked
Cons
Not as customizable as above wrapper
Initially much more invasive. Every time a Math function is accessed, it has to change from val = math_.myFunc(...), to MATH (myFunc(...), val). Because editors don't do good error checking on macros, this has potentially to cause many errors in the editing process.
Base class must have every function derived class have, since it is default.
Again, if any other creative ways around to implement this design would be appreciated. I found this to be a fun exercise either way, and would love to continue learning from it.
I'm pushing IMO the limits of C++template programming. The system is an Arduino but my attempt is applicable to any microcontroller system.
I define Pins using a template class with an 'int' parameters
template<const int pin>
struct Pin {
Pin() { mode(pin, 0); }
};
template<const int pin>
class PinOut : public Pin<pin> {};
I can create template classes to use PinOut like:
template<typename F>
class M {
public:
M() { }
F mF;
};
M<PinOut<1>> m1;
template<int F>
class N {
public:
N() { }
Pin<F> mF;
};
N<1> n1;
But I'd like to not use templates in the classes that use PinOut. This is illustrative of my thinking showing possible approaches but clearly doesn't work.
class R {
public:
R(const int i) {
}
PinOut<i> mF; // create template instance here
};
R r1(1); // what I'd like to able to do
I recognize the problem is creating a type inside class R.
The other possibility is instantiating a PinOut variable and passing it in but again passing and creating a type inside the class is a problem. Something like this:
class S {
public:
S(PinOut<int>& p) { } // how to pass the type and instance
PinOut<p>& mF; // and use it here
};
PinOut<1> pp;
S s1(pp);
Sorry if this sound abrupt but please don't ask why or what I'm trying to do. This is an experiment and I'm pushing my understanding of C++ especially templates. I know there are other approaches.
Yes, any function that takes that type must itself be a template.
But is the entire family of Pin related in a way that some thing are meaningful without knowing T? This can be handled with a base class that's a non-template. The base class idea is especially handy because it can contain virtual functions that do know about T. This lets you switch between compile-time and run-time polymorphism on the fly as desired. Taken to an extreme, that becomes the weaker idea with the same syntax of "Generics" as seen in Java and .NET.
More generally, this is a concept known as type erasure. You might search for that term to find out more. It is designed into libraries in order to keep common code common and prevent gratuitous multiplication of the same passage though multiple instantiations.
In your case, pin is a non-type argument, which is something Generics don't even do. But it may not really affect the type much at all: what about the members change depending on pin? This might be an array bound, or a compile-time constant used to provide compile-time knowledge and optimization, or there for the sole purpose of making the type distinct.
All of these cases are things can be dealt with at run-time, too. If it's for the sole purpose of making the type distinct (e.g. make the compiler check that you pass time values and distance values to the correct parameters) then the real guts are all in a base class that omits the distinctiveness.
If it's an array bound or other type difference that can be managed at run-time, then again the base class or an adapter/proxy can do it at run-time. More generally a compile-time constant that doesn't affect the class layout can be known at run-time with the same effect, just less optimization.
From your example, that it is sensible to make the pin a constructor argument, the class could be implemented in the normal way with run-time configuration. Why is it a template? Presumably for compile-time checking to keep separate things separate. That doesn't cause them to work in different ways, so you want that compile-time part to be optional. So, this is a case where a base class does the trick:
class AnyPin
{
public:
AnyPin (int pin); // run-time configuration
};
template <int pin>
class Pin : public AnyPin { ⋯ };
Now you can write functions that take AnyPin, or write functions that take Pin<5> and get compile-time checking.
So just what does pin do to the class, in terms of its layout and functionality? Does it do anything that makes it unacceptable to just implement it as a run-time constructor value?
You ask that we don't inquire as to what you're trying to do, but I must say that templates have certain features and benefits, and there must be some reason for making it a template. Speaking simply in language-centric terms, did I miss something with the above analysis? Can you give a C++-programming reason for wanting it to be a template, if my summary didn't cover it? That may be why you didn't get any answers thus far.
I am working on a fairly tightly coupled library which up until now has explicitly assumed all computations are done with doubles. I'm in the process of converting some of the core classes to templates so that we can start computing with std::complex<double>. I've templated about 10 of our classes so far have noticed a tendency toward proliferation of templates. As one class becomes templated, any other class that uses the templated class appears to need templating as well. I think I can avoid some of this proliferation by defining abstract base classes for my templates so that other classes can just use pointers to the abstract class and then refer to either a double or std::complex<double> version of the derived class. This seems to work on at the header level, but when I dive into the source files, the templated class will often have functions which compute a value or container of values of type double or std::complex<double>. It seems like a waste to template a whole class just because a couple of lines in the source file are different because of some other classes return type.
The use of auto seems like a possible way to fix this, but I'm not 100% sure it would work. Suppose I have an abstract base class AbstractFunction from which Function<Scalar> derives, where Scalar can be double or std::complex<double>. Now suppose we have two member functions:
virtual Scalar Function<Scalar>::value(double x);
virtual void Function<Scalar>::values(std::vector<Scalar> &values, std::vector<double> x);
And suppose I have some other class (that I don't want to template) with a member function that calls one of these.
// populate double x and std::vector<double> xs
auto value = functionPtr->value(x);
std::vector<auto> values;
functionPtr->values(values, xs);
// do something with value and values
where functionPtr is of type std::shared_ptr<AbstractFunction>.
I could see auto working for the first case, but I don't believe I could construct a vector of auto to be filled with the second one. Does this necessitate making the calling class a template? Can someone recommend another strategy to cut down on the proliferation of templates?
I think you are already wrong in assuming that the first use-case is going to work. If you have an abstract base class, then either value is a member of it and you can call it through std::shared_ptr<AbstractFunction> or value is not a member of it and only available if you know the derived class' type. In the first case, the AbstractFunction::value method must have a fixed return type, it can not depend on Scalar, which is the template parameter of the derived class.
That said: In my experience the two concept often don't mix well. You either want to create an abstract base class with the full interface or you want a template. In the latter case, there is often no need / no benefit for having an abstract base class. It then follows that also the code using your template works with templates.
What might help you is to "export" the template parameter from Function, i.e.
template<typename T>
class Function
{
public:
using value_type = T;
value_type value() const;
// ...
};
and in other parts of the code, use a template which takes any T which behaves like Function if you don't want to directly write out (and limit yourself) to Function:
template<typename T>
void something( const std::shared_ptr<T>& functionPtr )
{
// ignoring where x comes from...
using V = typename T::value_type;
V value = functionPtr->value(x);
std::vector<V> values;
functionPtr->values(values, xs);
}
Note that this is just one option, I don't know if it is the best option for your use-case.
I'm abusing C++ templates a little and I'm having trouble figuring something out. Let's say I have two types that really should be inherited from a base type, but for speed reasons, I can't afford to have the virtual function overhead (I've benchmarked it, and virtual calls ruin things for me!).
First, here are the two classes I have
template<class DataType> class Class1
{
//Lots of stuff here
}
template<Class DataType> class Class2
{
//The same stuff as in Class1, but implemented differently
}
In a typical oo design, Class1 and Class2 would inherit from IInterface and I could have a function that looks like this
DoStuff(IInterface& MyInterface)
{
}
But I can't do that, so I've done this
template <class C>
DoStuff(C& c)
{
}
I know it's not pretty, as there's nothing (at the compiler level) to enforce that Class1 and Class2 implement the same interface, but for speed reasons, I'm breaking some of the rules.
What I'd love to do is create a call back function on DoStuff, but I can't figure out how to make it work with the templates (especially since there's the hidden in there.
For example this works right now
DoStuff(char* filename)
{
switch (//figure out the type i need to make)
{
case 1: return DoStuff(Class1<int>(filename));
case 2: return DoStuff(Class1<double>(filename));
}
}
template<class DataType>
DoStuff(DataType* pdata)
{
return DoStuff(Class2<DataType>(pdata));
}
template<class C>
DoStuff(C c)
{
c.Print();
}
Now I know you're asking, why use Class1 and Class2? Well the underlying difference between dealing with a file and dealing with memory is so big, that it makes sense to have different classes for the different type of input (rather than just overloading the constructor and having it behave differently for the different inputs). Again, I did benchmark this and it's much faster to have the special cases handled in their own classes rather than having cases/ifs in every function.
So what I'd like to do is hide a lot of this implementation from the junior developers, I don't want them to have to create three different overloaded DoStuffs to handle the different inputs. Ideally, I'd just set up some type of callback with #defines and all they'd need to do is something like create a class called DoStuff and overload the () operator and have the functor do the work.
The trouble I'm having is that the DoStuff function that does the work is only templatized by <class C> but C itself is templatized by <class DataType> and everything I can't figure out how to pass everything around in a generic way. E.g., I cannot use template <class C<DataType>> or template<template< class DataType> class C>. It just won't compile.
Does anyone have a good trick to have a generic call back, either a function or a functor (I don't care), with this nested templated class? Basically I want something where I can write a generic function that doesn't care about the class that's storing the data and have that called by a mostly common function that figures out which class to use.
BigSwitch(CallBack,Inputs)
{
switch(//something)
{
case 1: return CallBack(Class1<Type>(Inputs))
case 2: return CallBack(Class2<Type>(Inputs))
}
}
This way I can write one BigSwitch function and have other people write the CallBack functions.
Any Ideas?
EDIT for clarification for Jalf:
I have two very similar classes, Class1 and Class2 which represent basically the same type of data, however the data store is vastly different. To make it more concrete, I'll use a simple example: Class1 is a simple array and Class2 looks like an array however rather than storing in memory is stores in a file (because it's too big to fit in memory). So I'll call them MemArray and FileArray right now. So let's say I wanted the Sum of the arrays. I can do something like this
template <class ArrayType, class ReturnType>
ReturnType Sum(ArrayType A)
{
ReturnType S=0;
for (int i=A.begin();i<A.end();++i)
{
S+=A[i];
}
return S;
}
But now, I need a way to load real data into the array. If it's a memory-based array, I'd do this
MemArray<DataType> M(pData);
and if it's file-baaed, I'd do this
FileArray<DataType> F(filename);
and both of these calls are valid (because the compiler generates both code paths at compile time)
double MS=Sum<MemArray<DataType>,double>(M);
double FS=Sum<FileArray<DataType>,double>(F);
All of this assumes that I know what the DataType is, but for a file based array, I may not know the data type until I open the file and query the header to know what kind of data is in the array.
double GetSum(char* filename)
{
int DataTypeCode=GetDataTypeCode(filename);
switch (DataTypeCode)
{
case 1: return Sum<FileArray<int>,double>(FileArray<int>(filename));
case 2: return Sum<FileArray<double>,double>(FileArray<double>(filename));
}
}
template <class DataType>
double GetSum(DataType* pData)
{
return Sum<MemArray<DataType>,double>(MemArray<DataType>(pData));
}
All of this works, but it requires writing two overloaded GetX functions and a X function for everything that I'd want to do. the GetX functions are basically the same code everytime except for the X that it calls. So I'd love to be able to write something like
double GetX(CallBackType X, char* filename)
{
int DataTypeCode=GetDataTypeCode(filename);
switch (DataTypeCode)
{
case 1: return X<FileArray<int>,double>(FileArray<int>(filename));
case 2: return X<FileArray<double>,double>(FileArray<double>(filename));
}
}
template <class DataType>
double GetX(CallBackType, DataType* pData)
{
return X<MemArray<DataType>,double>(MemArray<DataType>(pData));
}
so that I could call
GetX(Sum,filename)
then later when someone else wants to add a new function, all they need to do is write the function and call
GetX(NewFunction,filename)
I'm just looking for a way to write my overloaded GetX functions and my X functions so that I can abstract way the input/storage from the actual algorithms. Normally, this isn't a hard problem, it's just that I'm having trouble because the X function contains a template argument that itself is templated. The template<class ArrayType> also has an implicit ArrayType<DataType> hidden in there. The compiler is unhappy about that.
Focusing on the initial part of your question (why you're not just using inheritance):
A common way to do compile-time polymorphism and give access to the derived class' members through the base class is through the CRTP pattern.
template <typename T>
class IInterface {
void DoStuff() {
void static_cast<T*>(this)->DoStuff()
}
};
class Class1 : IInterface<Class1> {
void DoStuff(){...}
}
Would that solve your problem?
Edit:
By the way, I'm glad I could help, but next time please try to structure your question a bit more.
I really had no clue what you were asking, so this was just a stab in the dark, based on the first 3 lines of your question. ;)
You never really explain what you're trying to achieve, only what your non-functioning workaround looks like. Start out stating the problem, since that's what we really need to know. Then you can provide details about your current workarounds. And when posting code, add some context. Where are DoStuff() called from, and why would junior developers need to define them? (You've already done that, haven't you?)
What would said junior developers be doing with this code in the first place?
And it's confusing that you provide the specific cases (1 and 2), but not the switch statement itself (//something)
You'll get a lot more (and better and faster) answers next time if you try to make it easy for the person answering. :)
As to your question about a "generalized callback" you can use a boost::function but that essentially uses virtual functions under the covers (it may not - but at least a similar concept) so the performance difference you are looking for won't be there (in fact boost::function will probably be slower because of heap allocation).