What is the meaning of having void in the constructor definition? - c++

Given the following code:
#pragma once
class B
{
public:
B(void)
{
}
~B(void)
{
}
};
I know I can also write this:
#pragma once
class B
{
public:
B()
{
}
~B()
{
}
};
What is the purpose of having void in the first example? Is it some type of practice that states the constructor take zero parameters?

The two are same, at least in C++. In C, providing an empty pair of parentheses typically means an unspecified parameter list (as opposed to an empty parameter list). C++ does not have this problem.
How can a correct answer get downvoted so many times? Yet another SO bug?

A long time ago you did something like this in C (my pre-ISO C is rusty :) ):
void foo(a, b)
int a,
int b
{
}
while C++ was being created the name mangling required the types of the arguments, so for C++ it was changed to:
void foo(int a, int b)
{
}
and this change was brought forward to C.
At this point, I believe to avoid breaking existing C code this:
void foo()
and this:
void foo(void)
meant two very different things, () means do not check for the argument number or type, and (void) means takes no arguments. For C++ () meaning not to check anything was not going to work so () and (void) mean the same thing in C++.
So, for C++ () and (void) were always the same thing.
At least that is how I remember it... :-)

afaik if you pass void into the constructor or any function as the argument it means that the function dosnt take any argument so example a and b are equal. but i am not sure if any of them change the function signature in any way or make it run faster etc.

I just wanted to add that when you use void after the parameters like function():void it is used to indicate that the function does not return a value.

Related

Do variable names in the definition of a method have to be identical to declaration names in C++?

Now, I'm not saying that I think that this would be anywhere near proper coding practice (assuming it's even possible); this question arises from a 2am mistake:
Assume class definition resembling the following:
class myClass
{
public:
void myMethod(const int & name);
}
and definition:
void myClass::myMethod(const int & altName)
{
//manipulate altName
}
Note that parameter of both declaration and definition are of type const int &, the only difference is the variable name.
I know that this does not (in Visual Studio 2012) throw a compiler error or warning, but could it cause an error while running the program?
Thanks!
No. You don't even need variable names in the declaration of a function. Their purpose there is documentation.
Obviously this can be trivially checked:
void foo(int); // or void foo(int bar);
int main()
{
foo(42);
}
#include <iostream>
void foo(int n)
{
std::cout << n << std::endl;
}
In general, I can see no reason to use different names, and the cases where you can use no name in the declaration without loss of information are few and far between.
Why give them different names?
If you are using a system such as Doxygen to document your code why confuse things.
Just be consistent and give them meaningful names.
In summary why make life hard for both you and the people using/maintaining your code
AN ASIDE Why do some programmers like to find the path of most resistance?!
No required. Even name of variable in function declaration is optional. But it helps user of function while passing parameter. For example,
void info(int,int);
and,
void info(int age,int salary);
Both are valid, but in first, you may not be sure about what value to pass, second gives clear indication.
No, the prototype doesn't need to match the definition of a function (either it is a member function of a class or a simple function).
You can have it like this,
class myClass {
public:
void myMethod (const int &name1);
}
And the definition.
void myClass::myMethod (const int &name2) {
// use name2 here.
}
You can even skip the name of argument(s) (variable names) in the function prototype.
Like,
class myClass {
public:
void myMethod (const int &);
}
Hope it helped you. If it doesn't. Read the related section in current C++ working draft.

C++ Function parameters create Classes

Say i have the following class :
class A
{
public:
A() {
}
A(int a):_a(a){
}
int _a;
};
And the following function :
void someFunc (A a)
{
cout << a._a;
}
So the following line in the program works fine :
someFunc (5); // Calls A(int a) Constructor.
But the following does not :
someFunc(); //Compile error
One can expect that if it can build A when getting an integer,
why not build one using the default constructor as well, when called with no arguments?
Because someFunc() requires an argument and you have not provided an overload which does not. An implicit conversion from int to A exists, but that doesn't mean you can just ignore the function's signature and call it with no arguments. If you would like to call it with no arguments them assign a default value to a.
void someFunc(A a = A()) {
/* stuff */
}
Because you didn't call the function with an argument that turned out to be convertible, you called the function with no arguments. That's a different overload, one you haven't provided.
Consider these options:
Call the function like this: someFunc(A()).
Define a default value for the function parameter: void someFunc (A a = A()) { ... }.
Provide the no-argument overload: void someFunc() { someFunc(A()); }
This is because the signature of someFunc() does not match that of void someFunc (A a).
According to C++ standard, Section 13.3.2.3:
First, to be a viable function, a candidate function shall have enough parameters to agree in number with the arguments in the list.
A candidate function having more than m parameters is viable only if the (m+1)-st parameter has a default argument
None of this applies in this case, so void someFunc (A a) is not considered viable for the invocation with an empty parameter list.
Nitpick. From the 2003 C++ Standard,
17.4.3.2.1 Global names - ...
- Each name that begins with an underscore is reserved to the implementation for use as a name in the global namespace
I would tell you that it's poor practice to start any variable name with _. Especially as you may extend that practice into named variable arguments (int foo(int _a)), or do it with camelcase without thinking (int _MyVar). I personally do things like
int a_;
Will you ever actually have trouble? Probably not. But it's good practice not to start your anything with an underscore. Never with two underscores anywhere in the name, or started by an underscore followed by an uppercase letter, of course, too.
I'm not really providing an answer here, but it's useful information all the same... There are times when you really don't want to allow someFunc(5) to work, because it might lead to incorrect operation, or simply be misleading. In such cases you can declare the constructor as explicit:
class A
{
public:
A() {} // Are you sure you don't want to initialise _a here?
explicit A(int a) :_a(a) {}
int _a;
};
And as others have already said you can specify a default parameter for someFunc:
void someFunc( A a = A() );
Now:
someFunc(); // Calls A() by default
someFunc(5); // Not allowed because of implicit construction
someFunc(A(5)); // Caller must pass an instance of A

Splitting task among several functions

I am looking for something which enables me to do something like a function in a function.
Here is an example to make it more obvious:
class A{
private:
int n;
int c;
public:
void foo();
}
However foo is a function with is supposed to change c, but needs n for that. foo is somewhat complicated so I want to split it into different subfunctions.
Since foo needs n it is not simple doable through a friend function (without passing n (there are tons of variables in my real problem)
Just put all those sub-functions inside the same class and make them private?
class A
{
int n;
int c;
void foo_thing_1();
void foo_thing_2();
public:
void foo() { foo_thing_1(); foo_thing_2(); }
};
As it was pointed by other answers already, simple private functions should suffice - unless you also need acess to original function internal variables - which in c++11 is not possible. In upcoming c++0x you might want to look at lambda functions - though i am sure that's not what they were meant for.

Constructor with default values & Different Constructors

I would like to do something like this
class foo{
private:
double a,b;
public:
foo(double a=1, double b=2){
this.a=a;
this.b=b;
}
}
int main(){
foo first(a=1);
foo first(b=2);
}
Is such thing possible or do I need to create two new constructors?
Here comes the 2. question: What is the difference in those two constructors:
class foo{
private:
int a;
public:
foo(int in):a(in){}
}
or
class foo{
private:
int a;
public:
foo(int in){a=in}
}
foo first(a=1);
foo first(b=2);
You cannot really have this in C++. It was once considered for standarization but then dropped. Boost.Parameter does as much as it can to approximate named parameters, see
http://www.boost.org/doc/libs/1_47_0/libs/parameter/doc/html/index.html
foo(int in):a(in){}
foo(int in){a=in}
The first constructor is initializating a, while the second is assigning to it. For this particular case (int) there isn't much of a difference.
In C++, the this pointer is a pointer not an object (in java, you would access it with the .). That said, you would need a dereferencing arrow (i.e. this->member or (*this).member).
In any case, this can be done. However, parameterization in C++ works in reverse order and cannot be named. For instance, int test(int a=2, int b=42) is legal as well as int test(int a, int b=42). However, int test(int a=2, b) is not legal.
As for your second question, there is no significant difference between the constructors in this example. There are some minor (potential) speed differences, but they are most-likely negligible in this case. In the first one you are using an initializer list (required for inheritance and calling the constructor of the base class if need be) and the second one is simply explicitly setting the value of your variable (i.e. using operator=()).
It's probably overkill for your example, but you might like to learn about the Named Parameter Idiom.
C++ doesn't support named parameters so this:
int main()
{
foo first(a=1);
foo first(b=2);
}
Is not legal. You also have multiple non-unique idenfiers (e.g. first).

Hidden Features of C++? [closed]

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No C++ love when it comes to the "hidden features of" line of questions? Figured I would throw it out there. What are some of the hidden features of C++?
Most C++ programmers are familiar with the ternary operator:
x = (y < 0) ? 10 : 20;
However, they don't realize that it can be used as an lvalue:
(a == 0 ? a : b) = 1;
which is shorthand for
if (a == 0)
a = 1;
else
b = 1;
Use with caution :-)
You can put URIs into C++ source without error. For example:
void foo() {
http://stackoverflow.com/
int bar = 4;
...
}
Pointer arithmetics.
C++ programmers prefer to avoid pointers because of the bugs that can be introduced.
The coolest C++ I've ever seen though? Analog literals.
I agree with most posts there: C++ is a multi-paradigm language, so the "hidden" features you'll find (other than "undefined behaviours" that you should avoid at all cost) are clever uses of facilities.
Most of those facilities are not build-in features of the language, but library-based ones.
The most important is the RAII, often ignored for years by C++ developers coming from the C world. Operator overloading is often a misunderstood feature that enable both array-like behaviour (subscript operator), pointer like operations (smart pointers) and build-in-like operations (multiplying matrices.
The use of exception is often difficult, but with some work, can produce really robust code through exception safety specifications (including code that won't fail, or that will have a commit-like features that is that will succeed, or revert back to its original state).
The most famous of "hidden" feature of C++ is template metaprogramming, as it enables you to have your program partially (or totally) executed at compile-time instead of runtime. This is difficult, though, and you must have a solid grasp on templates before trying it.
Other make uses of the multiple paradigm to produce "ways of programming" outside of C++'s ancestor, that is, C.
By using functors, you can simulate functions, with the additional type-safety and being stateful. Using the command pattern, you can delay code execution. Most other design patterns can be easily and efficiently implemented in C++ to produce alternative coding styles not supposed to be inside the list of "official C++ paradigms".
By using templates, you can produce code that will work on most types, including not the one you thought at first. You can increase type safety,too (like an automated typesafe malloc/realloc/free). C++ object features are really powerful (and thus, dangerous if used carelessly), but even the dynamic polymorphism have its static version in C++: the CRTP.
I have found that most "Effective C++"-type books from Scott Meyers or "Exceptional C++"-type books from Herb Sutter to be both easy to read, and quite treasures of info on known and less known features of C++.
Among my preferred is one that should make the hair of any Java programmer rise from horror: In C++, the most object-oriented way to add a feature to an object is through a non-member non-friend function, instead of a member-function (i.e. class method), because:
In C++, a class' interface is both its member-functions and the non-member functions in the same namespace
non-friend non-member functions have no privileged access to the class internal. As such, using a member function over a non-member non-friend one will weaken the class' encapsulation.
This never fails to surprise even experienced developers.
(Source: Among others, Herb Sutter's online Guru of the Week #84: http://www.gotw.ca/gotw/084.htm )
One language feature that I consider to be somewhat hidden, because I had never heard about it throughout my entire time in school, is the namespace alias. It wasn't brought to my attention until I ran into examples of it in the boost documentation. Of course, now that I know about it you can find it in any standard C++ reference.
namespace fs = boost::filesystem;
fs::path myPath( strPath, fs::native );
Not only can variables be declared in the init part of a for loop, but also classes and functions.
for(struct { int a; float b; } loop = { 1, 2 }; ...; ...) {
...
}
That allows for multiple variables of differing types.
The array operator is associative.
A[8] is a synonym for *(A + 8). Since addition is associative, that can be rewritten as *(8 + A), which is a synonym for..... 8[A]
You didn't say useful... :-)
One thing that's little known is that unions can be templates too:
template<typename From, typename To>
union union_cast {
From from;
To to;
union_cast(From from)
:from(from) { }
To getTo() const { return to; }
};
And they can have constructors and member functions too. Just nothing that has to do with inheritance (including virtual functions).
C++ is a standard, there shouldn't be any hidden features...
C++ is a multi-paradigm language, you can bet your last money on there being hidden features. One example out of many: template metaprogramming. Nobody in the standards committee intended there to be a Turing-complete sublanguage that gets executed at compile-time.
Another hidden feature that doesn't work in C is the functionality of the unary + operator. You can use it to promote and decay all sorts of things
Converting an Enumeration to an integer
+AnEnumeratorValue
And your enumerator value that previously had its enumeration type now has the perfect integer type that can fit its value. Manually, you would hardly know that type! This is needed for example when you want to implement an overloaded operator for your enumeration.
Get the value out of a variable
You have to use a class that uses an in-class static initializer without an out of class definition, but sometimes it fails to link? The operator may help to create a temporary without making assumptins or dependencies on its type
struct Foo {
static int const value = 42;
};
// This does something interesting...
template<typename T>
void f(T const&);
int main() {
// fails to link - tries to get the address of "Foo::value"!
f(Foo::value);
// works - pass a temporary value
f(+Foo::value);
}
Decay an array to a pointer
Do you want to pass two pointers to a function, but it just won't work? The operator may help
// This does something interesting...
template<typename T>
void f(T const& a, T const& b);
int main() {
int a[2];
int b[3];
f(a, b); // won't work! different values for "T"!
f(+a, +b); // works! T is "int*" both time
}
Lifetime of temporaries bound to const references is one that few people know about. Or at least it's my favorite piece of C++ knowledge that most people don't know about.
const MyClass& x = MyClass(); // temporary exists as long as x is in scope
A nice feature that isn't used often is the function-wide try-catch block:
int Function()
try
{
// do something here
return 42;
}
catch(...)
{
return -1;
}
Main usage would be to translate exception to other exception class and rethrow, or to translate between exceptions and return-based error code handling.
Many know of the identity / id metafunction, but there is a nice usecase for it for non-template cases: Ease writing declarations:
// void (*f)(); // same
id<void()>::type *f;
// void (*f(void(*p)()))(int); // same
id<void(int)>::type *f(id<void()>::type *p);
// int (*p)[2] = new int[10][2]; // same
id<int[2]>::type *p = new int[10][2];
// void (C::*p)(int) = 0; // same
id<void(int)>::type C::*p = 0;
It helps decrypting C++ declarations greatly!
// boost::identity is pretty much the same
template<typename T>
struct id { typedef T type; };
A quite hidden feature is that you can define variables within an if condition, and its scope will span only over the if, and its else blocks:
if(int * p = getPointer()) {
// do something
}
Some macros use that, for example to provide some "locked" scope like this:
struct MutexLocker {
MutexLocker(Mutex&);
~MutexLocker();
operator bool() const { return false; }
private:
Mutex &m;
};
#define locked(mutex) if(MutexLocker const& lock = MutexLocker(mutex)) {} else
void someCriticalPath() {
locked(myLocker) { /* ... */ }
}
Also BOOST_FOREACH uses it under the hood. To complete this, it's not only possible in an if, but also in a switch:
switch(int value = getIt()) {
// ...
}
and in a while loop:
while(SomeThing t = getSomeThing()) {
// ...
}
(and also in a for condition). But i'm not too sure whether these are all that useful :)
Preventing comma operator from calling operator overloads
Sometimes you make valid use of the comma operator, but you want to ensure that no user defined comma operator gets into the way, because for instance you rely on sequence points between the left and right side or want to make sure nothing interferes with the desired action. This is where void() comes into game:
for(T i, j; can_continue(i, j); ++i, void(), ++j)
do_code(i, j);
Ignore the place holders i put for the condition and code. What's important is the void(), which makes the compiler force to use the builtin comma operator. This can be useful when implementing traits classes, sometimes, too.
Array initialization in constructor.
For example in a class if we have a array of int as:
class clName
{
clName();
int a[10];
};
We can initialize all elements in the array to its default (here all elements of array to zero) in the constructor as:
clName::clName() : a()
{
}
Oooh, I can come up with a list of pet hates instead:
Destructors need to be virtual if you intend use polymorphically
Sometimes members are initialized by default, sometimes they aren't
Local clases can't be used as template parameters (makes them less useful)
exception specifiers: look useful, but aren't
function overloads hide base class functions with different signatures.
no useful standardisation on internationalisation (portable standard wide charset, anyone? We'll have to wait until C++0x)
On the plus side
hidden feature: function try blocks. Unfortunately I haven't found a use for it. Yes I know why they added it, but you have to rethrow in a constructor which makes it pointless.
It's worth looking carefully at the STL guarantees about iterator validity after container modification, which can let you make some slightly nicer loops.
Boost - it's hardly a secret but it's worth using.
Return value optimisation (not obvious, but it's specifically allowed by the standard)
Functors aka function objects aka operator(). This is used extensively by the STL. not really a secret, but is a nifty side effect of operator overloading and templates.
You can access protected data and function members of any class, without undefined behavior, and with expected semantics. Read on to see how. Read also the defect report about this.
Normally, C++ forbids you to access non-static protected members of a class's object, even if that class is your base class
struct A {
protected:
int a;
};
struct B : A {
// error: can't access protected member
static int get(A &x) { return x.a; }
};
struct C : A { };
That's forbidden: You and the compiler don't know what the reference actually points at. It could be a C object, in which case class B has no business and clue about its data. Such access is only granted if x is a reference to a derived class or one derived from it. And it could allow arbitrary piece of code to read any protected member by just making up a "throw-away" class that reads out members, for example of std::stack:
void f(std::stack<int> &s) {
// now, let's decide to mess with that stack!
struct pillager : std::stack<int> {
static std::deque<int> &get(std::stack<int> &s) {
// error: stack<int>::c is protected
return s.c;
}
};
// haha, now let's inspect the stack's middle elements!
std::deque<int> &d = pillager::get(s);
}
Surely, as you see this would cause way too much damage. But now, member pointers allow circumventing this protection! The key point is that the type of a member pointer is bound to the class that actually contains said member - not to the class that you specified when taking the address. This allows us to circumvent checking
struct A {
protected:
int a;
};
struct B : A {
// valid: *can* access protected member
static int get(A &x) { return x.*(&B::a); }
};
struct C : A { };
And of course, it also works with the std::stack example.
void f(std::stack<int> &s) {
// now, let's decide to mess with that stack!
struct pillager : std::stack<int> {
static std::deque<int> &get(std::stack<int> &s) {
return s.*(pillager::c);
}
};
// haha, now let's inspect the stack's middle elements!
std::deque<int> &d = pillager::get(s);
}
That's going to be even easier with a using declaration in the derived class, which makes the member name public and refers to the member of the base class.
void f(std::stack<int> &s) {
// now, let's decide to mess with that stack!
struct pillager : std::stack<int> {
using std::stack<int>::c;
};
// haha, now let's inspect the stack's middle elements!
std::deque<int> &d = s.*(&pillager::c);
}
Another hidden feature is that you can call class objects that can be converted to function pointers or references. Overload resolution is done on the result of them, and arguments are perfectly forwarded.
template<typename Func1, typename Func2>
class callable {
Func1 *m_f1;
Func2 *m_f2;
public:
callable(Func1 *f1, Func2 *f2):m_f1(f1), m_f2(f2) { }
operator Func1*() { return m_f1; }
operator Func2*() { return m_f2; }
};
void foo(int i) { std::cout << "foo: " << i << std::endl; }
void bar(long il) { std::cout << "bar: " << il << std::endl; }
int main() {
callable<void(int), void(long)> c(foo, bar);
c(42); // calls foo
c(42L); // calls bar
}
These are called "surrogate call functions".
Hidden features:
Pure virtual functions can have implementation. Common example, pure virtual destructor.
If a function throws an exception not listed in its exception specifications, but the function has std::bad_exception in its exception specification, the exception is converted into std::bad_exception and thrown automatically. That way you will at least know that a bad_exception was thrown. Read more here.
function try blocks
The template keyword in disambiguating typedefs in a class template. If the name of a member template specialization appears after a ., ->, or :: operator, and that name has explicitly qualified template parameters, prefix the member template name with the keyword template. Read more here.
function parameter defaults can be changed at runtime. Read more here.
A[i] works as good as i[A]
Temporary instances of a class can be modified! A non-const member function can be invoked on a temporary object. For example:
struct Bar {
void modify() {}
}
int main (void) {
Bar().modify(); /* non-const function invoked on a temporary. */
}
Read more here.
If two different types are present before and after the : in the ternary (?:) operator expression, then the resulting type of the expression is the one that is the most general of the two. For example:
void foo (int) {}
void foo (double) {}
struct X {
X (double d = 0.0) {}
};
void foo (X) {}
int main(void) {
int i = 1;
foo(i ? 0 : 0.0); // calls foo(double)
X x;
foo(i ? 0.0 : x); // calls foo(X)
}
map::operator[] creates entry if key is missing and returns reference to default-constructed entry value. So you can write:
map<int, string> m;
string& s = m[42]; // no need for map::find()
if (s.empty()) { // assuming we never store empty values in m
s.assign(...);
}
cout << s;
I'm amazed at how many C++ programmers don't know this.
Putting functions or variables in a nameless namespace deprecates the use of static to restrict them to file scope.
Defining ordinary friend functions in class templates needs special attention:
template <typename T>
class Creator {
friend void appear() { // a new function ::appear(), but it doesn't
… // exist until Creator is instantiated
}
};
Creator<void> miracle; // ::appear() is created at this point
Creator<double> oops; // ERROR: ::appear() is created a second time!
In this example, two different instantiations create two identical definitions—a direct violation of the ODR
We must therefore make sure the template parameters of the class template appear in the type of any friend function defined in that template (unless we want to prevent more than one instantiation of a class template in a particular file, but this is rather unlikely). Let's apply this to a variation of our previous example:
template <typename T>
class Creator {
friend void feed(Creator<T>*){ // every T generates a different
… // function ::feed()
}
};
Creator<void> one; // generates ::feed(Creator<void>*)
Creator<double> two; // generates ::feed(Creator<double>*)
Disclaimer: I have pasted this section from C++ Templates: The Complete Guide / Section 8.4
void functions can return void values
Little known, but the following code is fine
void f() { }
void g() { return f(); }
Aswell as the following weird looking one
void f() { return (void)"i'm discarded"; }
Knowing about this, you can take advantage in some areas. One example: void functions can't return a value but you can also not just return nothing, because they may be instantiated with non-void. Instead of storing the value into a local variable, which will cause an error for void, just return a value directly
template<typename T>
struct sample {
// assume f<T> may return void
T dosomething() { return f<T>(); }
// better than T t = f<T>(); /* ... */ return t; !
};
Read a file into a vector of strings:
vector<string> V;
copy(istream_iterator<string>(cin), istream_iterator<string>(),
back_inserter(V));
istream_iterator
You can template bitfields.
template <size_t X, size_t Y>
struct bitfield
{
char left : X;
char right : Y;
};
I have yet to come up with any purpose for this, but it sure as heck surprised me.
One of the most interesting grammars of any programming languages.
Three of these things belong together, and two are something altogether different...
SomeType t = u;
SomeType t(u);
SomeType t();
SomeType t;
SomeType t(SomeType(u));
All but the third and fifth define a SomeType object on the stack and initialize it (with u in the first two case, and the default constructor in the fourth. The third is declaring a function that takes no parameters and returns a SomeType. The fifth is similarly declaring a function that takes one parameter by value of type SomeType named u.
Getting rid of forward declarations:
struct global
{
void main()
{
a = 1;
b();
}
int a;
void b(){}
}
singleton;
Writing switch-statements with ?: operators:
string result =
a==0 ? "zero" :
a==1 ? "one" :
a==2 ? "two" :
0;
Doing everything on a single line:
void a();
int b();
float c = (a(),b(),1.0f);
Zeroing structs without memset:
FStruct s = {0};
Normalizing/wrapping angle- and time-values:
int angle = (short)((+180+30)*65536/360) * 360/65536; //==-150
Assigning references:
struct ref
{
int& r;
ref(int& r):r(r){}
};
int b;
ref a(b);
int c;
*(int**)&a = &c;
The ternary conditional operator ?: requires its second and third operand to have "agreeable" types (speaking informally). But this requirement has one exception (pun intended): either the second or third operand can be a throw expression (which has type void), regardless of the type of the other operand.
In other words, one can write the following pefrectly valid C++ expressions using the ?: operator
i = a > b ? a : throw something();
BTW, the fact that throw expression is actually an expression (of type void) and not a statement is another little-known feature of C++ language. This means, among other things, that the following code is perfectly valid
void foo()
{
return throw something();
}
although there's not much point in doing it this way (maybe in some generic template code this might come handy).
The dominance rule is useful, but little known. It says that even if in a non-unique path through a base-class lattice, name-lookup for a partially hidden member is unique if the member belongs to a virtual base-class:
struct A { void f() { } };
struct B : virtual A { void f() { cout << "B!"; } };
struct C : virtual A { };
// name-lookup sees B::f and A::f, but B::f dominates over A::f !
struct D : B, C { void g() { f(); } };
I've used this to implement alignment-support that automatically figures out the strictest alignment by means of the dominance rule.
This does not only apply to virtual functions, but also to typedef names, static/non-virtual members and anything else. I've seen it used to implement overwritable traits in meta-programs.