- •Contents
- •Introduction
- •Who This Book Is For
- •What This Book Covers
- •How This Book Is Structured
- •What You Need to Use This Book
- •Conventions
- •Source Code
- •Errata
- •p2p.wrox.com
- •The Basics of C++
- •The Obligatory Hello, World
- •Namespaces
- •Variables
- •Operators
- •Types
- •Conditionals
- •Loops
- •Arrays
- •Functions
- •Those Are the Basics
- •Diving Deeper into C++
- •Pointers and Dynamic Memory
- •Strings in C++
- •References
- •Exceptions
- •The Many Uses of const
- •C++ as an Object-Oriented Language
- •Declaring a Class
- •Your First Useful C++ Program
- •An Employee Records System
- •The Employee Class
- •The Database Class
- •The User Interface
- •Evaluating the Program
- •What Is Programming Design?
- •The Importance of Programming Design
- •Two Rules for C++ Design
- •Abstraction
- •Reuse
- •Designing a Chess Program
- •Requirements
- •Design Steps
- •An Object-Oriented View of the World
- •Am I Thinking Procedurally?
- •The Object-Oriented Philosophy
- •Living in a World of Objects
- •Object Relationships
- •Abstraction
- •Reusing Code
- •A Note on Terminology
- •Deciding Whether or Not to Reuse Code
- •Strategies for Reusing Code
- •Bundling Third-Party Applications
- •Open-Source Libraries
- •The C++ Standard Library
- •Designing with Patterns and Techniques
- •Design Techniques
- •Design Patterns
- •The Reuse Philosophy
- •How to Design Reusable Code
- •Use Abstraction
- •Structure Your Code for Optimal Reuse
- •Design Usable Interfaces
- •Reconciling Generality and Ease of Use
- •The Need for Process
- •Software Life-Cycle Models
- •The Stagewise and Waterfall Models
- •The Spiral Method
- •The Rational Unified Process
- •Software-Engineering Methodologies
- •Extreme Programming (XP)
- •Software Triage
- •Be Open to New Ideas
- •Bring New Ideas to the Table
- •Thinking Ahead
- •Keeping It Clear
- •Elements of Good Style
- •Documenting Your Code
- •Reasons to Write Comments
- •Commenting Styles
- •Comments in This Book
- •Decomposition
- •Decomposition through Refactoring
- •Decomposition by Design
- •Decomposition in This Book
- •Naming
- •Choosing a Good Name
- •Naming Conventions
- •Using Language Features with Style
- •Use Constants
- •Take Advantage of const Variables
- •Use References Instead of Pointers
- •Use Custom Exceptions
- •Formatting
- •The Curly Brace Alignment Debate
- •Coming to Blows over Spaces and Parentheses
- •Spaces and Tabs
- •Stylistic Challenges
- •Introducing the Spreadsheet Example
- •Writing Classes
- •Class Definitions
- •Defining Methods
- •Using Objects
- •Object Life Cycles
- •Object Creation
- •Object Destruction
- •Assigning to Objects
- •Distinguishing Copying from Assignment
- •The Spreadsheet Class
- •Freeing Memory with Destructors
- •Handling Copying and Assignment
- •Different Kinds of Data Members
- •Static Data Members
- •Const Data Members
- •Reference Data Members
- •Const Reference Data Members
- •More about Methods
- •Static Methods
- •Const Methods
- •Method Overloading
- •Default Parameters
- •Inline Methods
- •Nested Classes
- •Friends
- •Operator Overloading
- •Implementing Addition
- •Overloading Arithmetic Operators
- •Overloading Comparison Operators
- •Building Types with Operator Overloading
- •Pointers to Methods and Members
- •Building Abstract Classes
- •Using Interface and Implementation Classes
- •Building Classes with Inheritance
- •Extending Classes
- •Overriding Methods
- •Inheritance for Reuse
- •The WeatherPrediction Class
- •Adding Functionality in a Subclass
- •Replacing Functionality in a Subclass
- •Respect Your Parents
- •Parent Constructors
- •Parent Destructors
- •Referring to Parent Data
- •Casting Up and Down
- •Inheritance for Polymorphism
- •Return of the Spreadsheet
- •Designing the Polymorphic Spreadsheet Cell
- •The Spreadsheet Cell Base Class
- •The Individual Subclasses
- •Leveraging Polymorphism
- •Future Considerations
- •Multiple Inheritance
- •Inheriting from Multiple Classes
- •Naming Collisions and Ambiguous Base Classes
- •Interesting and Obscure Inheritance Issues
- •Special Cases in Overriding Methods
- •Copy Constructors and the Equals Operator
- •The Truth about Virtual
- •Runtime Type Facilities
- •Non-Public Inheritance
- •Virtual Base Classes
- •Class Templates
- •Writing a Class Template
- •How the Compiler Processes Templates
- •Distributing Template Code between Files
- •Template Parameters
- •Method Templates
- •Template Class Specialization
- •Subclassing Template Classes
- •Inheritance versus Specialization
- •Function Templates
- •Function Template Specialization
- •Function Template Overloading
- •Friend Function Templates of Class Templates
- •Advanced Templates
- •More about Template Parameters
- •Template Class Partial Specialization
- •Emulating Function Partial Specialization with Overloading
- •Template Recursion
- •References
- •Reference Variables
- •Reference Data Members
- •Reference Parameters
- •Reference Return Values
- •Deciding between References and Pointers
- •Keyword Confusion
- •The const Keyword
- •The static Keyword
- •Order of Initialization of Nonlocal Variables
- •Types and Casts
- •typedefs
- •Casts
- •Scope Resolution
- •Header Files
- •C Utilities
- •Variable-Length Argument Lists
- •Preprocessor Macros
- •How to Picture Memory
- •Allocation and Deallocation
- •Arrays
- •Working with Pointers
- •Array-Pointer Duality
- •Arrays Are Pointers!
- •Not All Pointers Are Arrays!
- •Dynamic Strings
- •C-Style Strings
- •String Literals
- •The C++ string Class
- •Pointer Arithmetic
- •Custom Memory Management
- •Garbage Collection
- •Object Pools
- •Function Pointers
- •Underallocating Strings
- •Memory Leaks
- •Double-Deleting and Invalid Pointers
- •Accessing Out-of-Bounds Memory
- •Using Streams
- •What Is a Stream, Anyway?
- •Stream Sources and Destinations
- •Output with Streams
- •Input with Streams
- •Input and Output with Objects
- •String Streams
- •File Streams
- •Jumping around with seek() and tell()
- •Linking Streams Together
- •Bidirectional I/O
- •Internationalization
- •Wide Characters
- •Non-Western Character Sets
- •Locales and Facets
- •Errors and Exceptions
- •What Are Exceptions, Anyway?
- •Why Exceptions in C++ Are a Good Thing
- •Why Exceptions in C++ Are a Bad Thing
- •Our Recommendation
- •Exception Mechanics
- •Throwing and Catching Exceptions
- •Exception Types
- •Throwing and Catching Multiple Exceptions
- •Uncaught Exceptions
- •Throw Lists
- •Exceptions and Polymorphism
- •The Standard Exception Hierarchy
- •Catching Exceptions in a Class Hierarchy
- •Writing Your Own Exception Classes
- •Stack Unwinding and Cleanup
- •Catch, Cleanup, and Rethrow
- •Use Smart Pointers
- •Common Error-Handling Issues
- •Memory Allocation Errors
- •Errors in Constructors
- •Errors in Destructors
- •Putting It All Together
- •Why Overload Operators?
- •Limitations to Operator Overloading
- •Choices in Operator Overloading
- •Summary of Overloadable Operators
- •Overloading the Arithmetic Operators
- •Overloading Unary Minus and Unary Plus
- •Overloading Increment and Decrement
- •Overloading the Subscripting Operator
- •Providing Read-Only Access with operator[]
- •Non-Integral Array Indices
- •Overloading the Function Call Operator
- •Overloading the Dereferencing Operators
- •Implementing operator*
- •Implementing operator->
- •What in the World Is operator->* ?
- •Writing Conversion Operators
- •Ambiguity Problems with Conversion Operators
- •Conversions for Boolean Expressions
- •How new and delete Really Work
- •Overloading operator new and operator delete
- •Overloading operator new and operator delete with Extra Parameters
- •Two Approaches to Efficiency
- •Two Kinds of Programs
- •Is C++ an Inefficient Language?
- •Language-Level Efficiency
- •Handle Objects Efficiently
- •Use Inline Methods and Functions
- •Design-Level Efficiency
- •Cache as Much as Possible
- •Use Object Pools
- •Use Thread Pools
- •Profiling
- •Profiling Example with gprof
- •Cross-Platform Development
- •Architecture Issues
- •Implementation Issues
- •Platform-Specific Features
- •Cross-Language Development
- •Mixing C and C++
- •Shifting Paradigms
- •Linking with C Code
- •Mixing Java and C++ with JNI
- •Mixing C++ with Perl and Shell Scripts
- •Mixing C++ with Assembly Code
- •Quality Control
- •Whose Responsibility Is Testing?
- •The Life Cycle of a Bug
- •Bug-Tracking Tools
- •Unit Testing
- •Approaches to Unit Testing
- •The Unit Testing Process
- •Unit Testing in Action
- •Higher-Level Testing
- •Integration Tests
- •System Tests
- •Regression Tests
- •Tips for Successful Testing
- •The Fundamental Law of Debugging
- •Bug Taxonomies
- •Avoiding Bugs
- •Planning for Bugs
- •Error Logging
- •Debug Traces
- •Asserts
- •Debugging Techniques
- •Reproducing Bugs
- •Debugging Reproducible Bugs
- •Debugging Nonreproducible Bugs
- •Debugging Memory Problems
- •Debugging Multithreaded Programs
- •Debugging Example: Article Citations
- •Lessons from the ArticleCitations Example
- •Requirements on Elements
- •Exceptions and Error Checking
- •Iterators
- •Sequential Containers
- •Vector
- •The vector<bool> Specialization
- •deque
- •list
- •Container Adapters
- •queue
- •priority_queue
- •stack
- •Associative Containers
- •The pair Utility Class
- •multimap
- •multiset
- •Other Containers
- •Arrays as STL Containers
- •Strings as STL Containers
- •Streams as STL Containers
- •bitset
- •The find() and find_if() Algorithms
- •The accumulate() Algorithms
- •Function Objects
- •Arithmetic Function Objects
- •Comparison Function Objects
- •Logical Function Objects
- •Function Object Adapters
- •Writing Your Own Function Objects
- •Algorithm Details
- •Utility Algorithms
- •Nonmodifying Algorithms
- •Modifying Algorithms
- •Sorting Algorithms
- •Set Algorithms
- •The Voter Registration Audit Problem Statement
- •The auditVoterRolls() Function
- •The getDuplicates() Function
- •The RemoveNames Functor
- •The NameInList Functor
- •Testing the auditVoterRolls() Function
- •Allocators
- •Iterator Adapters
- •Reverse Iterators
- •Stream Iterators
- •Insert Iterators
- •Extending the STL
- •Why Extend the STL?
- •Writing an STL Algorithm
- •Writing an STL Container
- •The Appeal of Distributed Computing
- •Distribution for Scalability
- •Distribution for Reliability
- •Distribution for Centrality
- •Distributed Content
- •Distributed versus Networked
- •Distributed Objects
- •Serialization and Marshalling
- •Remote Procedure Calls
- •CORBA
- •Interface Definition Language
- •Implementing the Class
- •Using the Objects
- •A Crash Course in XML
- •XML as a Distributed Object Technology
- •Generating and Parsing XML in C++
- •XML Validation
- •Building a Distributed Object with XML
- •SOAP (Simple Object Access Protocol)
- •. . . Write a Class
- •. . . Subclass an Existing Class
- •. . . Throw and Catch Exceptions
- •. . . Read from a File
- •. . . Write to a File
- •. . . Write a Template Class
- •There Must Be a Better Way
- •Smart Pointers with Reference Counting
- •Double Dispatch
- •Mix-In Classes
- •Object-Oriented Frameworks
- •Working with Frameworks
- •The Model-View-Controller Paradigm
- •The Singleton Pattern
- •Example: A Logging Mechanism
- •Implementation of a Singleton
- •Using a Singleton
- •Example: A Car Factory Simulation
- •Implementation of a Factory
- •Using a Factory
- •Other Uses of Factories
- •The Proxy Pattern
- •Example: Hiding Network Connectivity Issues
- •Implementation of a Proxy
- •Using a Proxy
- •The Adapter Pattern
- •Example: Adapting an XML Library
- •Implementation of an Adapter
- •Using an Adapter
- •The Decorator Pattern
- •Example: Defining Styles in Web Pages
- •Implementation of a Decorator
- •Using a Decorator
- •The Chain of Responsibility Pattern
- •Example: Event Handling
- •Implementation of a Chain of Responsibility
- •Using a Chain of Responsibility
- •Example: Event Handling
- •Implementation of an Observer
- •Using an Observer
- •Chapter 1: A Crash Course in C++
- •Chapter 3: Designing with Objects
- •Chapter 4: Designing with Libraries and Patterns
- •Chapter 5: Designing for Reuse
- •Chapter 7: Coding with Style
- •Chapters 8 and 9: Classes and Objects
- •Chapter 11: Writing Generic Code with Templates
- •Chapter 14: Demystifying C++ I/O
- •Chapter 15: Handling Errors
- •Chapter 16: Overloading C++ Operators
- •Chapter 17: Writing Efficient C++
- •Chapter 19: Becoming Adept at Testing
- •Chapter 20: Conquering Debugging
- •Chapter 24: Exploring Distributed Objects
- •Chapter 26: Applying Design Patterns
- •Beginning C++
- •General C++
- •I/O Streams
- •The C++ Standard Library
- •C++ Templates
- •Integrating C++ and Other Languages
- •Algorithms and Data Structures
- •Open-Source Software
- •Software-Engineering Methodology
- •Programming Style
- •Computer Architecture
- •Efficiency
- •Testing
- •Debugging
- •Distributed Objects
- •CORBA
- •XML and SOAP
- •Design Patterns
- •Index
Overloading C++ Operators
An object of a class with a function call operator is called a function object, or functor for short.
At first, the function call operator probably seems a little strange. Why would you want to write a special method for a class to make objects of the class look like function pointers? Why wouldn’t you just write a function or a standard method of a class? The advantage of function objects over standard methods of objects is simple: these objects can sometimes masquerade as function pointers. You can pass function objects as callback functions to routines that expect function pointers, as long as the function pointer types are templatized. See Chapter 22 for details.
The advantages of function objects over global functions are more intricate. There are two main benefits:
Objects can retain information in their data members between repeated calls to their functioncall operators. For example, a function object might be used to keep a running sum of numbers collected from each call to the function-call operator.
You can customize the behavior of a function object by setting data members. For example, you could write a function object to compare an argument to the function against a data member. This data member could be configurable so that the object could be customized for whatever comparison you want.
Of course, you could implement either of the preceding benefits with global or static variables. However, function objects provide a cleaner way to do it. The true benefits of function objects will become apparent when you learn more about the STL in Chapters 21 and 23.
By following the normal method overloading rules, you can write as many operator()s for your classes as you want. Specifically, the various operator()s must have different numbers of types of parameters. For example, you could add an operator() to the FunctionObject class that takes a string reference:
class FunctionObject
{
public:
int operator() (int inParam); void operator() (string& str); int aMethod(int inParam);
};
The function call operator can also be used to provide subscripting for multiple indices of an array. Simply write an operator() that behaves like operator[] but allows more than one parameter. The only problem with this technique is that now you have to use () to index instead of [], as in myArray(3, 4) = 6;
Overloading the Dereferencing Operators
There are three de-referencing operators you can overload: *, ->, and ->*. Ignoring ->* for the moment (we’ll get back to it later), consider the built-in meanings of * and ->. * dereferences a pointer to give you direct access to its value, while -> is shorthand for a * dereference followed by a . member selection. The following code shows the equivalences:
SpreadsheetCell* cell1 = new SpreadsheetCell; (*cell1).set(5); // Dereference plus member selection
cell1->set(5); // Shorthand arrow dereference and member selection together
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Chapter 16
You can overload the dereferencing operators for your classes in order to make objects of the classes behave like pointers. The main use of this capability is for implementing smart pointers, which you learned about in Chapters 4, 13, and 15. It is also useful for iterators, which the STL uses and which you can think of as fancy smart pointers. Chapters 21 to 23 cover iterators in more detail, and Chapter 25 provides a sample implementation of a smart pointer class. This chapter teaches you the basic mechanics for overloading the relevant operators in the context of a simple smart pointer template class.
Here is the smart pointer template class definition, without the dereference operators filled in yet:
template <typename T> class Pointer
{
public:
Pointer(T* inPtr); ~Pointer();
//Dereference operators will go here. protected:
T* mPtr; private:
//Prevent assignment and pass by reference. Pointer(const Pointer<T>& src);
Pointer<T>& operator=(const Pointer<T>& rhs);
};
This smart pointer is about as simple as you can get. All it does is store a dumb pointer and delete it when the object is destroyed. The implementations are equally simple: the constructor takes a real (“dumb”) pointer, which is stored as the only data member in the class. The destructor frees the pointer.
template <typename T> Pointer<T>::Pointer(T* inPtr)
{
mPtr = inPtr;
}
template <typename T> Pointer<T>::~Pointer()
{
delete mPtr;
}
You would like to be able to use the smart pointer template like this:
#include “Pointer.h” #include “SpreadsheetCell.h” #include <iostream>
using namespace std;
int main(int argc, char** argv)
{
Pointer<int> smartInt(new int);
*smartInt = 5; // Dereference the smart pointer. cout << *smartInt << endl;
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Overloading C++ Operators
Pointer<SpreadsheetCell> smartCell(new SpreadsheetCell);
smartCell->set(5); // Dereference and member select the set method. cout << smartCell->getValue() << endl;
return (0);
}
As you can see, you need to provide implementations of * and -> for this class.
You should rarely write operator* or operator-> alone. Always implement both together if they have appropriate semantics for your class. It would be confusing for a smart pointer–like object to support -> but not *, or vice-versa.
Implementing operator*
When you dereference a pointer, you expect to be able to access the memory to which the pointer points. If that memory contains a simple type such as an int, you should be able to change its value directly. If the memory contains a more complicated type, such as an object, you should be able to access its data members or methods with the . operator.
To provide these semantics, you should return a reference to a variable or object from operator*. In the Pointer class, the declaration and definition look like this:
template <typename T> class Pointer
{
public:
Pointer(T* inPtr); ~Pointer();
T& operator*();
const T& operator*() const; protected:
T* mPtr; private:
Pointer(const Pointer<T>& src);
Pointer<T>& operator=(const Pointer<T>& rhs);
};
template <typename T>
T& Pointer<T>::operator*()
{
return (*mPtr);
}
As you can see, operator* returns a reference to the object or variable to which the underlying dumb pointer points. As in overloading the subscripting operators, it’s useful to provide both const and non- const versions of the method, which return a const reference and reference, respectively. The const version is implemented identically to the non-const version, so its implementation is not shown here.
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Chapter 16
Implementing operator->
The arrow operator is a bit trickier. The result of applying the arrow operator should be a member or method of an object. However, in order to implement it like that, you would have to be able to implement the equivalent of operator* followed by operator.. C++ doesn’t allow you to overload operator. for good reason: it’s impossible to write a single prototype that allows you to capture any possible member or method selection. Similarly, you couldn’t write an operator-> with such semantics.
Therefore, C++ treats operator-> as a special case. Consider this line:
smartCell->set(5);
C++ translates the preceding to:
(smartCell.operator->())->set(5);
As you can see, C++ applies another operator-> to whatever you return from your overloaded operator->. Therefore, you must return a pointer to an object like this:
template <typename T> class Pointer
{
public:
Pointer(T* inPtr); ~Pointer();
T& operator*();
const T& operator*() const; T* operator->();
const T* operator->() const; protected:
T* mPtr; private:
Pointer(const Pointer<T>& src);
Pointer<T>& operator=(const Pointer<T>& rhs);
};
template <typename T>
T* Pointer<T>::operator->()
{
return (mPtr);
}
Again, you should write both const and non-const forms of the operator. The implementation of the const version is identical to the non-const, so it is not shown here.
It’s unfortunate that operator* and operator-> are asymmetric, but, once you see them a few times, you’ll get used to it.
What in the World Is operator->* ?
Recall from Chapter 9 that you can manipulate pointers to members and methods of a class. When you try to dereference the pointer, it must be in the context of an object of that class. Here is the example from Chapter 9:
452