For many classes C1, C2, and so forth, the initialization looks equal, and it's just a little something differs from class to class. Hence I created a base class B that hosts the initalizations, e.g.:
class B {
public:
B()
{
// complex initializations
int a = doSomething();
// more complex stuff with `a`
};
virtual int doSomething()
{return 2 * doSomethingHelper();}
protected:
virtual int doSomethingHelper() = 0;
};
class C: public B {
protected:
virtual int doSomethingHelper()
{return 1;}
};
int main() {
C c;
return 0;
}
This code fails with
pure virtual method called
terminate called without an active exception
Aborted (core dumped)
since doSomethingHelper() is used to initialize B.
I'm wondering if there is a better design. My objectives are:
Make C's user interface as easy as possible: C has no constructor arguments.
Make C itself as minimalistic as possible such that other concretizations of B are short. Ideally, it only contains the doSomethingHelper.
A suggestion for a more sane design would be appreciated.
Short answer:
Don't call virtual functions from within a constructor. Doing so will get you in trouble.
Longer answer:
The declaration C c creates and constructs, in steps, an instance of class C. That object is first constructed as a class A object, then as a class B object, and finally as a class C object. At the point that B::B() is called, there is no notion that the object will eventually be an instance of class C.
When B::B() is invoked, it calls the virtual function doSomething(), which in this case means calling B::doSomething(). There's no problem yet; that function exists. The problem is with the call to doSomethingHelper() within the body of B::doSomething(). That function is pure virtual at this point. As noted above, there is no indication that this object will eventually be an instance of class C. The function C::doSomethingHelper() cannot be called cannot be called from B::B() or A::A(). There is no A::doSomethingHelper(), no B::doSomethingHelper(), so the function doesn't exist. You're toast.
I'm wondering if there is a better design.
There are lots of better designs. The simplest is to not call doSomething() from within the constructor of class B. Move that call to the constructor of class C. Even then, calling a virtual function from within the constructor may not be a good idea. What if class D inherits from class C and overrides C::doSomethingHelper()? An instance of class D will be constructed by calling C::doSomethingHelper() rather than D::doSomethingHelper().
According to the standard:
10.4/6: Member functions can be called from a constructor (or destructor) of an abstract class; the effect of making a virtual call
(10.3) to a pure virtual function directly or indirectly for the
object being created (or destroyed) from such a constructor (or
destructor) is undefined
This is because, when you construct C:
first the subobject B is constructed using the B() constructor. At that time, it's still B's virtual functions which are used. You get the error because at this moment, doSomethingHelper() is not defined for it.
Only once B() is completed will the virtual will C's virtual functions become active.
Two phased initialisation
This situation can only be avoided through a two phased initialisation: first construction, then calling an initialisation function. Not so nice and user friendly as you'd have desired.
class B {
public:
B() { /* complex initializations */ }
...
protected:
void init() { // the rest of the what you wanted in constructor
int a = doSomething();
// more complex stuff with `a`
}
};
The two phased initialisation could then be triggered via C's constructor:
class C {
public:
C() : B() { // first B is constructed
init(); // then the body of C's constructor is executed
}
...
};
Variant for the two-phased initialisation
There's a small variant that you can use, to hide the two phase approach, and let more freedom for the user about defining or not their own constructor.
In B you define an auxiliary nested class:
protected:
class initialiser {
public:
initialiser(B*b) {b->init();} // the constructor launches the second phase init
};
In C , you just need to add a protected member variable:
class C: public B {
...
protected:
B::initialiser bi{this}; // this triggers automaticcaly the second phase
...
};
The standard's rules ensure that first B is constructed and then the members of C. Demo here.
You can't use dynamic dispatching to a derived class in a constructor.
When B's constructor is running, the C subobject has not yet been created, so none of its overriden functions can be used. As B doesn't provide an implementation for doSomethingHelper, nothing sensible can be done.
Move all the complexity into B::doSomething, and call that method from the end of inheritance chain, C:
class B {
public:
B()
{};
virtual int doSomething()
{
// complex initializations
int a = 2 * doSomethingHelper();
// more complex stuff with `a`
return a;
}
protected:
virtual int doSomethingHelper() = 0;
};
class C: public B {
public:
C(): B()
{
int a = doSomething();
}
protected:
virtual int doSomethingHelper()
{return 1;}
};
int main() {
C c;
return 0;
}
This might require you to make some of B formerly private members protected such that they can be initialized by C.
Related
class A: public B, public C { };
In this case order of execution is:
B(); // base(first)
C(); // base(second)
A(); // derived
class A: public B, virtual public C { };
But in this case,when i write virtual with class c while inheriting,order of
// execution becomes:
C(); // virtual base
B(); // ordinary base
A(); // derived
i have read somewhere that order of calling constructor depends on the order of declaration while inheriting multiple classes but how does the order of execution gets changed on writing virtual with a class.I am not able to get why i am getting such result.
The virtual base class constructors are always executed first according to the C++ standard. From the working draft N3242, page 272 line 10, we learn that:
Virtual base class constructors go first, in the order of a left-to-right depth-first traversal of the inheritance graph.
Direct base classes go next, in declaration order.
So the behavior you see is exactly what is required in the C++ standard. It makes sense, because the virtual base classes may show up multiple times in the inheritance and of course they can each only be constructed once. Hence there has to be an initial round of virtual base class construction, followed by the usual non-virtual base class construction.
There is also a nice explanation on this page.
If you have a virtual class as a parent, you cannot hope that initialization goes always in the order of declaration. In fact it is possible that the first (say non-virtual) parent class has itself a dependency on the virtual class. Hence in that case the virtual class must be constructed first.
I think this is the reason why C++ specification says that initializers of virtual parent classes get always executed first. As shown by #Dan Roche there is a predictable order of initialization.
Example:
class B: public A {...}
class C: public B, virtual A {...}
In this example in C's initialization it is not possible to initialize B before A since B's initialization requires A to be initialized first.
another example
This example is to show that you shouldn't rely on base class initialization order:
#include <iostream>
using namespace std;
struct A {
A() {cout<<"A()"<<endl;}
};
struct B {
B() {cout<<"B()"<<endl;}
};
struct C: virtual A, virtual B {
C() {cout<<"C()"<<endl;}
};
struct D: virtual B, virtual A, C {
D() {cout<<"D()"<<endl;}
};
int main() {
cout<<"construct C"<<endl;
new C;
cout<<"construct D"<<endl;
new D;
}
output:
construct C
A()
B()
C()
construct D
B()
A()
C()
D()
As the example shows, when C is constructed as a base class of D, the order of initialization of A and B is reversed. This means that you cannot rely on the order of initialization of virtual base classes if you want that somebody could extend your class.
I've got a base class that has a virtual function. I want to call that class during the construction because I want the function called for each of the derived classes. I know I can't call a virtual function during construction, but I can't think of an elegant (i.e., avoid repeating code) solution.
What are some work arounds to calling a virtual function during construction?
The reason I want to avoid this is because I don't want to have to create constructors that just call the base class.
class A {
public:
A() {
read();
}
// This never needs to be called
virtual void read() = 0;
}
class B:A {
public:
B():A() { };
read() { /*Do something special for B here.*/ }
}
class C:A {
public:
C():A() { };
read() { /*Do something special for C here.*/ }
}
PS: The Python way of doing this is simply to raise NotImplementedError in A::read(). I'm returning to C++ and I'm more rusty than I thought.
The FAQ perspective.
This is a Frequently Asked Question.
See the C++ FAQ item titled “Okay, but is there a way to simulate that behavior as if dynamic binding worked on the this object within my base class's constructor?”.
It’s very often a good idea to check the FAQ (and generally, googling or altavista’ing) before asking.
The question as “Derived class specific base initialization”.
To be clear, while the literal question above is
“What are some work arounds to calling a virtual function during construction?”
it is evident that what’s meant is
“How can a base class B be designed so that each derived class can specify part of what goes on during B construction?”
A major example is where C style GUI functionality is wrapped by C++ classes. Then a general Widget constructor might need to instantiate an API-level widget which, depending on the most derived class, should be a button widget or a listbox widget or whatever. So the most derived class must somehow influence what goes on up in Widget’s constructor.
In other words, we’re talking about derived class specific base construction.
Marshall Cline called that “Dynamic Binding During Construction”, and it’s problematic in C++ because in C++ the dynamic type of an object during class T construction and destruction, is T. This helps with type safety, in that a virtual member function is not called on a derived class sub-object before that sub-object has been initialized, or its initialization has started. But a major cost is that DBDI (apparently) can’t be done in a way that is both simple and safe.
Where the derived class specific init can be performed.
In the question the derived class specific action is called read. Here I call it derived_action. There are 3 main possibilities for where the derived_action is invoked:
Invoked by instantiation code, called two-phase construction.
This essentially implies the possibility of having a mostly unusuable not fully initialized object at hand, a zombie object. However, with C++11 move semantics that has become more common and accepted (and anyway it can be mitigated to some extent by using factories). A main problem is that during the second phase of construction the ordinary C++ protection against virtual calls on uninitialized sub-objects, due to dynamic type changes during construction, is not present.
Invoked by Derived constructor.
For example, derived_action can be invoked as an argument expression for the Base constructor. A not totally uncommon technique is to use a class template to generate most derived classes that e.g. supply calls of derived_action.
Invoked by Base constructor.
This implies that knowledge of derived_action must be passed up to the constructor, dynamically or statically. A nice way is to use a defaulted constructor argument. This leads to the notion of a parallel class hierarchy, a hierarchy of derived class actions.
This list is in order of increasing sophistication and type safety, and also, to the best of my knowledge, reflects the historical use of the various techniques.
E.g. in Microsoft’s MFC and Borland’s ObjectWindows GUI early 1990’ libraries two-phase construction was common, and that kind of design is now, as of 2014, regarded as very ungood.
This is the factory method approach, putting the factory into the base class:
class A {
public:
virtual void read() = 0;
template<class X> static X* create() {X* r = new X;X->read();return X;}
virtual A* clone() const = 0;
};
class B : public A {
B():A() { };
friend class A;
public:
void read() { /*Do something special for B here.*/ }
B* clone() const {return new B(*this);}
};
class C : public A {
C():A() { };
friend class A;
public:
void read() { /*Do something special for C here.*/ }
C* clone() const {return new C(*this);}
};
Added a clone-method with covariant return type as a bonus.
Using CRTP:
class A {
public:
// This never needs to be called
virtual void read() = 0;
virtual A* clone() const = 0;
};
template<class D, class B> struct CRTP : B {
D* clone() {return new D(*this);}
static D* create() {return new D();}
};
class B : public CRTP<B, A> {
B() { };
public:
void read() { /*Do something special for B here.*/ }
};
class C : public CRTP<C, A> {
C() { };
public:
void read() { /*Do something special for C here.*/ }
};
One way to achieve this, would be simply to delegate it to another class (that is perhaps a friend) and can be sure to be called when fully constructed.
class A
{
friend class C;
private:
C& _c; // this is the actual class!
public:
A(C& c) : _c(c) { };
virtual ~A() { };
virtual void read() = 0;
};
class B : public A
{
public:
B(C& c) : A(c) { };
virtual ~B() { };
virtual void read() {
// actual implementation
};
};
class C
{
private:
std::unique_ptr<A> _a;
public:
C() : _a(new B(*this)) { // looks dangerous? not at this point...
_a->read(); // safe now
};
};
In this example, I just create a B, but how you do that can depend on what you want to achieve and use templates on C if necessary, e.g:
template<typename VIRTUAL>
class C
{
private:
using Ptr = std::unique_ptr<VIRTUAL>;
Ptr _ptr;
public:
C() : _ptr(new VIRTUAL(*this)) {
_ptr->read();
};
}; // eo class C
The workaround is to call the virtual function after construction. You can then couple the two operations (construction + virtual call) in factory function. Here is the basic idea:
class FactoryA
{
public:
A *MakeA() const
{
A *ptr = CreateA();
ptr->read();
return ptr;
}
virtual ~FactoryA() {}
private:
virtual A *CreateA() const = 0;
};
class FactoryB : public FactoryA
{
private:
virtual A *CreateA() const { return new B; }
};
// client code:
void f(FactoryA &factory)
{
A *ptr = factory.MakeA();
}
As mentioned by Benjamin Bannier, you can use CRTP (a template which defines the actual read() function.) One problem with that method is that templates have to always be written inline. That can at times be problematic, especially if you are to write really large functions.
Another way is to pass a function pointer to the constructor. Although, in a way, it is similar to calling the function in your constructor, it forces you to pass a pointer (although in C++ you could always pass nullptr.)
class A
{
public:
A(func_t f)
{
// if(!f) throw ...;
(*f)();
}
};
class B : A
{
public:
B() : A(read) {}
void read() { ... }
};
Obviously, you have the "can't call other virtual functions" problem within the read() function and any function it calls. Plus, variable members of B are NOT yet initialized. That is probably a much worst problem in this case...
For that reason, writing it this way is safer:
B() : A()
{
read();
}
However, in cases like that, that may be the time when you an some for of init() function. That init() function can be implemented in A() (if you make it accessible: i.e. use public A when deriving) and that function can call all the virtual functions as expected:
class A
{
public:
void init()
{
read();
}
};
class B : public A
{
public:
...
};
I know a lot of people say that an init() function is evil because people who create a B object now need to know to call it... but there isn't much else you can do. That being said, you could have a form of factory, and that factory can do the init() call as required.
class B : public A
{
public:
static B *create() { B *b(new B); b->init(); return b; }
private:
B() { ... } // prevent creation without calling create()
};
#include<iostream.h>
class A{
public:
int i;
A(int j=3):i(j){}
};
class B:virtual public A{
public:
B(int j=2):A(j){}
};
class C:virtual public A{
public:
C(int j=1):A(j){}
};
class D:public B, public C {
public:
D(int j=0):A(j), B(j+1), C(j+2){}
};
int main()
{
D d;
cout<<d.i;
return 0;
}
I am not being able to understand how the final output is zero. Every time j is initialized in default way to some fixed value, how is the value initialized in the constructor of class D being passed to class A?
Since A is a virtual base class, it should be constructed only once, so it is not possible to create it with different constructor parameters, and the C++ compiler has to choose one way of creating a base class.
The obvious question is: which one is used?
And the rule is: the one specified in the most derived class that inherits A directly.
The initialization order is simple: first A (with the parameter value from D constructor initialization list), then B (it is D's first ancestor; and it uses the instance of A created before), then C (and it shares the same A instance), finally D (and it also shares the same A object as B and C).
The rule with virtual base inheritance is:
"The most derived class in a hierarchy must construct a virtual base"
In your case, from the most derived class D You explicitly called the constructor of A by passing an argument 0 So it sets the i to 0. As mentioned in rule virtual base class is constructed through most derived class only and the other constructor calls through intermediate hierarchy have no effect since it is only constructed once.
The order of calling is:
A(int)
B(int)
C(int)
Good Read:
Why virtual base class constructors called first?
I have a class (B) that inherits another class (A). I want to call a function from class A that has been overridden. I also want to be able to call the overridden function independent of what class inherited the base (say class C : public A , where I want to call C's version of the function.)
Here's an example
class A {
public:
void callF();
virtual void f() {};
};
class B : public A {
public:
void f();
};
void A::callF()
{
//FYI, I want to be able to call this without knowing what the super class is.
f();
}
void B::f()
{
std::cout << "I want this function to be called, but instead the default f() is called.";
}
Edit:
In my real code, I have an std::vector<A> aVector;. Then I would call aVector.push_back(B());. If I called aVector[0].callF();, The default a::f() would be called.
As answered below, I have a problem with slicing.
Your construction:
vector_of_A.push_back( B() );
doesn't store a B in the vector. It constructs a B, then constructs an A from that, then stores that A in the vector. As a consequence, you experience slicing.
See this for more info:
https://stackoverflow.com/a/4403759/8747
Your code is correct.
You may be getting the behavior you observed because your were calling f() or callF() from the constructor of A. That's the only case I can think of where A::f() would get invoked instead of B::f().
Your code works for me with this little test program:
int main()
{
// Instantiate B, and reference it via a base class pointer.
A* b = new B;
b->callF();
delete b;
}
Output:
I want this function to be called, but instead the default f() is called.
When calling a virtual member function within a base class member function, it's the derived member function that will be invoked.
I have two classes in a class hierarchy where a parent class needs to have an instance of a class derived from it as a member variable. As an example:
class B;
class A {
public:
B* binst;
A();
};
class B : public A {
};
A::A() {
binst = new B;
}
Obviously, this causes an infinite recursion in the constructors, because to create a new B you have to call A's constructor, which creates a new B which calls A's constructor, and so ad infinitum.
Is there a way around this? The problem I'm having in this is that A has to have a B in it, but B must be derived from A, and there's not a way to prevent that.
To get an idea of why I need to do this, consider an object oriented hierarchy for a scripting language (like python or ruby or lua, etc):
All instances of anything are derived from a base class, Object.
Object has a method lookup table, which is an instance of MethodTable.
MethodTable is derived from Object, and must be, for the scripting language to be able to operate on it.
"Object has a method lookup table"
"MethodTable is derived from Object"
Putting aside coding concerns, do these statements really make sense together from even a conceptual standpoint? Should a MethodTable have its own MethodTable which then has its own MethodTable... etc?
I'd say it sounds like you need to refactor your concepts a bit. For instance, perhaps Object itself should somehow be responsible for exposing the necessary pieces of its MethodTable member. Thus not requiring MethodTable itself to be an Object. (There may be various other feasible designs too. It's hard to say without deeper knowledge of the actual project.)
Edit: Typically, compiler/implementation-internal types don't derive from language-dependent types. If you look at the internals of Java, their inheritance implementation won't derive from Object. Object is a language construction, it's part of your language's interface. A method table is part of the implementation. A method table should not be operated on by the language, it should be operated on by the implementation.
Moreover, enforced deriving from Object is a stupid thing to do and it happens because you didn't consider the language design and how the users were going to write generic code properly. This is especially true in dynamically typed languages like Lua or Python.
Object could have a private MethodTableImpl member and a public getter that returns a MethodTable. MethodTable contains a MethodTableImpl and derives from Object.
I don't know the purpose of your classes but here is a suggestion :
class A
{
public:
virtual void func DoIt () = 0;
...
};
class B : public virtual A
{
public:
};
class C : public virtual A ,B
{
void func DoIt () { /* statements */ }
};
now there is only 1 instance of class A.
It would be helpful to understand exactly are you trying to achieve via this construct.
As you've noted yourself, this is effectively like having A's constructor construct an instance of A, and that's an unavoidable path to stack overflow.
A more general solution would be to provide a set_subclass method for a pointer to an instance of A, which could then be populated by any subclass of A, not just B.
class A {
public:
A();
virtual ~A();
set_subclass(A* sub) { subclass = sub; }
private:
A* subclass;
};
// List(1) or Stream(2) using inheritance
struct B;
struct A {
B *inst;
A(B *inst_) : inst(inst_) {}
A() : inst(0) {}
};
struct B : A {
B(B *_inst) : A(inst) {}
// chose option 1 or 2
B() : A() {} // option 1: List
B() : A(0) {} // same as above
B() : A(this) {} // option 2: Stream
};
auto B3 = new B(new B( new B));
// This is either a length 3 list (1)
// or a stream (2) implemented by self ref 3rd element
You can make a constructor for class A which accepts a pointer to an object to class B and assign this pointer instead of allocating a new B:
A::A(B* b) : binst (b) {}
And in the construct of class B you pass 'this' in constructor of A:
B::B() : A(this) {}
The compiler will probably complain about it, but you can try. (It is ugly, though.)
Note that you can NOT use the binst pointer to access object B in A's constructor, because it's not fully constructed yet.
Does it actually need the binst as a member, or does it simply need to access it?
class B;
class A {
public:
B& binst(); //throws exception if not derived from B
A() {}
virtual ~A() {} //effectively required for the dynamic_cast
void foo();
};
class B : public A {
public:
void bar() {};
};
B& A::binst() {return dynamic_cast<B&>(this);}
void A::foo() {return binst().bar();}