Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Welcome To Ask or Share your Answers For Others

Categories

0 votes
94 views
in Technique[技术] by (71.8m points)

How to achieve "virtual template function" in C++

first off: I have read and I know now that a virtual template member function is not (yet?) possible in C++. A workaround would be to make the class a template and then use the template-argument also in the member-function.

But in the context of OOP, I find that the below example would not be very "natural" if the class was actually a template. Please note that the code is actually not working, but the gcc-4.3.4 reports: error: templates may not be ‘virtual’

#include <iostream>
#include <vector>

class Animal {
    public:
        template< class AMOUNT >
        virtual void eat( AMOUNT amount ) const { 
            std::cout << "I eat like a generic Animal." << std::endl; 
        }
        virtual ~Animal() { 
        }
};

class Wolf : public Animal {
    public:
        template< class AMOUNT >
        void eat( AMOUNT amount) const { 
            std::cout << "I eat like a wolf!" << std::endl; 
        }
        virtual ~Wolf() { 
        }
};

class Fish : public Animal {
    public:
        template< class AMOUNT >
        void eat( AMOUNT amount) const { 
            std::cout << "I eat like a fish!" << std::endl; 
        }
        virtual ~Fish() { 
        }
};

class GoldFish : public Fish {
    public:
        template< class AMOUNT >
        void eat( AMOUNT amount) const { 
            std::cout << "I eat like a goldfish!" << std::endl; 
        }
        virtual ~GoldFish() { 
        }
};

class OtherAnimal : public Animal {
        virtual ~OtherAnimal() { 
        }
};

int main() {
    std::vector<Animal*> animals;
    animals.push_back(new Animal());
    animals.push_back(new Wolf());
    animals.push_back(new Fish());
    animals.push_back(new GoldFish());
    animals.push_back(new OtherAnimal());

    for (std::vector<Animal*>::const_iterator it = animals.begin(); it != animals.end(); ++it) {
        (*it)->eat();
        delete *it;
    }

    return 0;
}

So creating a "Fish< Amount > foo" is kind of strange. However, it seems desirable to me to provide an arbitrary amount of food to eat for each animal.

Thus, I am searching a solution about how to achieve something like

Fish bar;
bar.eat( SomeAmount food );

This becomes particularly useful when looking at the for-loop. One might like to feed a specific amount (FoodAmount) to all of the different animals (via eat() and bind1st() e.g.), it could not be done that easily, although I wound find this very inuitive (and thus to some extent "natural). While some might want to argue now that this is due to the "uniform"-character of a vector, I think/wish that it should be possible to achieve this and I really would like to know how, as this is puzzling me for quite some time now...

[EDIT]

To perhaps clarify the motivation behind my question, I want to program an Exporter-class and let different, more specialized classes derive from it. While the top-level Exporter-class is generally only for cosmetic/structural purpose, a GraphExporter-class is derived, that should again serve as a base-class for even more specialzed export. However, similar to the Animal-example, I would like to be able to define GraphExporter* even on specialized/derived classes (e.g. on SpecialGraphExplorer) but when calling "write( out_file )", it should call the appropriate member function for SpecialGraphExporter instead of GraphExporter::write( out_file).

Maybe this makes my situation and intentions clearer.

Best,

Shadow

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome To Ask or Share your Answers For Others

1 Reply

0 votes
by (71.8m points)

After some thinking I recognized this as the classic multi-method requirement, i.e. a method that dispatches based on the runtime type of more than one parameter. Usual virtual functions are single dispatch in comparison (and they dispatch on the type of this only).

Refer to the following:

  • Andrei Alexandrescu has written (the seminal bits for C++?) on implementing multi-methods using generics in 'Modern C++ design'
    • Chapter 11: "Multimethods" - it implements basic multi-methods, making them logarithmic (using ordered typelists) and then going all the way to constant-time multi-methods. Quite powerful stuff !
  • A codeproject article that seems to have just such an implementation:
    • no use of type casts of any kind (dynamic, static, reinterpret, const or C-style)
    • no use of RTTI;
    • no use of preprocessor;
    • strong type safety;
    • separate compilation;
    • constant time of multimethod execution;
    • no dynamic memory allocation (via new or malloc) during multimethod call;
    • no use of nonstandard libraries;
    • only standard C++ features is used.
  • C++ Open Method Compiler, Peter Pirkelbauer, Yuriy Solodkyy, and Bjarne Stroustrup
  • The Loki Library has A MultipleDispatcher
  • Wikipedia has quite a nice simple write-up with examples on Multiple Dispatch in C++.

Here is the 'simple' approach from the wikipedia article for reference (the less simple approach scales better for larger number of derived types):

// Example using run time type comparison via dynamic_cast

struct Thing {
    virtual void collideWith(Thing& other) = 0;
}

struct Asteroid : Thing {
    void collideWith(Thing& other) {
        // dynamic_cast to a pointer type returns NULL if the cast fails
        // (dynamic_cast to a reference type would throw an exception on failure)
        if (Asteroid* asteroid = dynamic_cast<Asteroid*>(&other)) {
            // handle Asteroid-Asteroid collision
        } else if (Spaceship* spaceship = dynamic_cast<Spaceship*>(&other)) {
            // handle Asteroid-Spaceship collision
        } else {
            // default collision handling here
        }
    }
}

struct Spaceship : Thing {
    void collideWith(Thing& other) {
        if (Asteroid* asteroid = dynamic_cast<Asteroid*>(&other)) {
            // handle Spaceship-Asteroid collision
        } else if (Spaceship* spaceship = dynamic_cast<Spaceship*>(&other)) {
            // handle Spaceship-Spaceship collision
        } else {
            // default collision handling here
        }
    }
}


与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
OGeek|极客中国-欢迎来到极客的世界,一个免费开放的程序员编程交流平台!开放,进步,分享!让技术改变生活,让极客改变未来! Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Click Here to Ask a Question

1.4m articles

1.4m replys

5 comments

57.0k users

...