- •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
Chapter 9
The Spreadsheet Class
Chapter 8 introduced the SpreadsheetCell class. This chapter moves on to write the Spreadsheet class. As with the SpreadsheetCell class, the Spreadsheet class will evolve throughout this chapter. Thus, the various attempts do not always illustrate the best way to do every aspect of class writing. To start,
a Spreadsheet is simply a two-dimensional array of SpreadsheetCells, with methods to set and retrieve cells at specific locations in the Spreadsheet. Although most spreadsheet applications use letters in one direction and numbers in the other to refer to cells, this Spreadsheet uses numbers in both directions. Here is a first attempt at a class definition for a simple Spreadsheet class:
// Spreadsheet.h
#include “SpreadsheetCell.h”
class Spreadsheet
{
public:
Spreadsheet(int inWidth, int inHeight);
void setCellAt(int x, int y, const SpreadsheetCell& cell); SpreadsheetCell getCellAt(int x, int y);
protected:
bool inRange(int val, int upper);
int mWidth, mHeight; SpreadsheetCell** mCells;
};
Note that the Spreadsheet class does not contain a standard two-dimensional array of
SpreadsheetCells. Instead, it contains a SpreadsheetCell**. The reason is that each Spreadsheet object might have different dimensions, so the constructor of the class must dynamically allocate the two-dimensional array based on the client-specified height and width. In order to allocate dynamically a two-dimensional array you need to write the following code:
#include “Spreadsheet.h”
Spreadsheet::Spreadsheet(int inWidth, int inHeight) : mWidth(inWidth), mHeight(inHeight)
{
mCells = new SpreadsheetCell* [mWidth]; for (int i = 0; i < mWidth; i++) {
mCells[i] = new SpreadsheetCell[mHeight];
}
}
The resultant memory for a Spreadsheet called s1 on the stack with width four and height three is shown in Figure 9-1.
184
|
|
Mastering Classes and Objects |
|
stack |
heap |
4 |
3 |
Each element is an |
unnamed SpreadsheetCell* |
||
int mWidth |
int mHeight |
|
SpreadsheetCell**mCells |
|
|
Each element is an unnamed |
Spreadsheet s1 |
SpreadsheetCell. |
Figure 9-1
If this code confuses you, consult Chapter 13 for details on memory management.
The implementations of the set and retrieval methods are straightforward:
void Spreadsheet::setCellAt(int x, int y, const SpreadsheetCell& cell)
{
if (!inRange(x, mWidth) || !inRange(y, mHeight)) { return;
}
mCells[x][y] = cell;
}
SpreadsheetCell Spreadsheet::getCellAt(int x, int y)
{
SpreadsheetCell empty;
if (!inRange(x, mWidth) || !inRange(y, mHeight)) { return (empty);
}
return (mCells[x][y]);
}
Note that these two methods use a helper method inRange() to check that x and y represent valid coordinates in the spreadsheet. Attempting to access an invalid field in the array will cause the program to malfunction. A production application would probably use exceptions to report error conditions, as described in Chapter 15.
185
Chapter 9
Freeing Memory with Destructors
Whenever you are finished with dynamically allocated memory, you should free it. If you dynamically allocate memory in an object, the place to free that memory is in the destructor. The compiler guarantees that the destructor will be called when the object is destroyed. Here is the Spreadsheet class definition from earlier with a destructor:
class Spreadsheet
{
public:
Spreadsheet(int inWidth, int inHeight); ~Spreadsheet();
void setCellAt(int x, int y, const SpreadsheetCell& inCell); SpreadsheetCell getCellAt(int x, int y);
protected:
bool inRange(int val, int upper);
int mWidth, mHeight; SpreadsheetCell** mCells;
};
The destructor has the same name as the name of the class (and of the constructors), preceded by a tilde (~). The destructor takes no arguments, and there can only be one of them.
Here is the implementation of the Spreadsheet class destructor:
Spreadsheet::~Spreadsheet()
{
for (int i = 0; i < mWidth; i++) { delete[] mCells[i];
}
delete[] mCells;
}
This destructor frees the memory that was allocated in the constructor. However, no dictate requires you only to free memory in the destructor. You can write whatever code you want in the destructor, but it is a good idea to use it only for freeing memory or disposing of other resources.
Handling Copying and Assignment
Recall from Chapter 8 that, if you don’t write a copy constructor and an assignment operator yourself, C++ writes them for you. These compiler-generated methods recursively call the copy constructor or assignment operator, respectively, on object data members. However, for primitives, such as int, double, and pointers, they provide shallow or bitwise copying or assignment: they just copy or assign the data members from the source object directly to the destination object. That presents problems when you dynamically allocate memory in your object. For example, the following code copies the spreadsheet s1 to initialize s when s1 is passed to the printSpreadsheet() function.
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#include “Spreadsheet.h”
void printSpreadsheet(Spreadsheet s)
{
// Code omitted for brevity.
}
int main(int argc, char** argv)
{
Spreadsheet s1(4, 3); printSpreadsheet(s1);
return (0);
}
The Spreadsheet contains one pointer variable: mCells. A shallow copy of a spreadsheet gives the destination object a copy of the mCells pointer, but not a copy of the underlying data. Thus, you end up with a situation where both s and s1 have a pointer to the same data, as shown in Figure 9-2.
|
stack |
heap |
4 |
3 |
Each element is an |
unnamed SpreadsheetCell* |
||
int mWidth |
int mHeight |
|
SpreadsheetCell**mCells |
|
|
Each element is an unnamed |
Spreadsheet s1 |
SpreadsheetCell. |
4 |
3 |
int mWidth |
int mHeight |
SpreadsheetCell**mCells
Spreadsheet s
Figure 9-2
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Chapter 9
If s were to change something to which mCells points, that change would show up in s1 too. Even worse, when the printSpreadsheet() function exits, s’s destructor is called, which frees the memory pointed to by mCells. That leaves the situation shown in Figure 9-3.
|
stack |
heap |
4 |
3 |
Freed memory |
|
||
int mWidth |
int mHeight |
|
SpreadsheetCell**mCells
Spreadsheet s1
Figure 9-3
Now s1 has a dangling pointer!
Unbelievably, the problem is even worse with assignment. Suppose that you had the following code:
Spreadsheet s1(2, 2), s2(4, 3);
s1 = s2;
After both objects are constructed, you would have the memory layout shown in Figure 9-4.
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Mastering Classes and Objects
|
stack |
heap |
4 |
3 |
|
int mWidth |
int mHeight |
|
SpreadsheetCell**mCells
Spreadsheet s2
2 |
2 |
int mWidth |
int mHeight |
SpreadsheetCell**mCells
Spreadsheet s1
Figure 9-4
After the assignment statement, you would have the layout shown in Figure 9-5.
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Chapter 9
|
stack |
4 |
3 |
int mWidth |
int mHeight |
SpreadsheetCell**mCells
Spreadsheet s2
2 |
2 |
int mWidth |
int mHeight |
SpreadsheetCell**mCells
Spreadsheet s1
Figure 9-5
heap
Orphaned memory!
Now, not only do the mCells pointers in s1 and s2 point to the same memory, but you have orphaned the memory to which mCells in s1 previously pointed. That is why in assignment operators you must first free the old memory, and then do a deep copy.
As you can see, relying on C++’s default copy constructor or assignment operator is not always a good idea. Whenever you have dynamically allocated memory in a class, you should write your own copy constructor to provide a deep copy of the memory.
The Spreadsheet Copy Constructor
Here is a declaration for a copy constructor in the Spreadsheet class:
class Spreadsheet
{
public:
Spreadsheet(int inWidth, int inHeight); Spreadsheet(const Spreadsheet& src);
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Mastering Classes and Objects
~Spreadsheet();
void setCellAt(int x, int y, const SpreadsheetCell& cell); SpreadsheetCell getCellAt(int x, int y);
protected:
bool inRange(int val, int upper);
int mWidth, mHeight; SpreadsheetCell** mCells;
};
Here is the definition of the copy constructor:
Spreadsheet::Spreadsheet(const Spreadsheet& src)
{
int i, j;
mWidth = src.mWidth; mHeight = src.mHeight;
mCells = new SpreadsheetCell* [mWidth]; for (i = 0; i < mWidth; i++) {
mCells[i] = new SpreadsheetCell[mHeight];
}
for (i = 0; i < mWidth; i++) {
for (j = 0; j < mHeight; j++) { mCells[i][j] = src.mCells[i][j];
}
}
}
Note that the copy constructor copies all data members, including mWidth and mHeight, not just the pointer data members. The rest of the code in the copy constructor provides a deep copy of the mCells dynamically allocated two-dimensional array.
Copy all data members in a copy constructor, not just pointer members.
The Spreadsheet Assignment Operator
Here is the definition for the Spreadsheet class with an assignment operator:
class Spreadsheet
{
public:
Spreadsheet(int inWidth, int inHeight); Spreadsheet(const Spreadsheet& src); ~Spreadsheet();
Spreadsheet& operator=(const Spreadsheet& rhs);
void setCellAt(int x, int y, const SpreadsheetCell& cell); SpreadsheetCell getCellAt(int x, int y);
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Chapter 9
protected:
bool inRange(int val, int upper);
int mWidth, mHeight; SpreadsheetCell** mCells;
};
Here is the implementation of the assignment operator for the Spreadsheet class, with explanations interspersed. Note that when an object is assigned to, it already has been initialized. Thus, you must free any dynamically allocated memory before allocating new memory. You can think of an assignment operator as a combination of a destructor and a copy constructor. You are essentially “reincarnating” the object with new life (or data) when you assign to it.
Spreadsheet& Spreadsheet::operator=(const Spreadsheet& rhs)
{
int i, j;
// Check for self-assignment. if (this == &rhs) {
return (*this);
}
The above code checks for self-assignment.
// Free the old memory.
for (i = 0; i < mWidth; i++) { delete[] mCells[i];
}
delete[] mCells;
This chunk of code is identical to the destructor. You must free all the memory before reallocating it, or you will create a memory leak.
// Copy the new memory. mWidth = rhs.mWidth; mHeight = rhs.mHeight;
mCells = new SpreadsheetCell* [mWidth]; for (i = 0; i < mWidth; i++) {
mCells[i] = new SpreadsheetCell[mHeight];
}
for (i = 0; i < mWidth; i++) {
for (j = 0; j < mHeight; j++) { mCells[i][j] = rhs.mCells[i][j];
}
}
This chunk of code is identical to the copy constructor.
return (*this);
}
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Mastering Classes and Objects
The assignment operator completes the “big 3” routines for managing dynamically allocated memory in an object: the destructor, the copy constructor, and the assignment operator. Whenever you find yourself writing one of those methods you should write all of them.
Whenever a class dynamically allocates memory, write a destructor, copy constructor, and assignment operator.
Common Helper Routines for Copy Constructor and Assignment Operator
The copy constructor and the assignment operator are quite similar. Thus, it’s usually convenient to factor the common tasks into a helper method. For example, you could add a copyFrom() method to the Spreadsheet class, and rewrite the copy constructor and assignment operator to use it like this:
void Spreadsheet::copyFrom(const Spreadsheet& src)
{
int i, j;
mWidth = src.mWidth; mHeight = src.mHeight;
mCells = new SpreadsheetCell* [mWidth]; for (i = 0; i < mWidth; i++) {
mCells[i] = new SpreadsheetCell[mHeight];
}
for (i = 0; i < mWidht; i++) {
for (j = 0; j < mHeight; j++) { mCells[i][j] = src.mCells[i][j];
}
}
}
Spreadsheet::Spreadsheet(const Spreadsheet &src)
{
copyFrom(src);
}
Spreadsheet& Spreadsheet::operator=(const Spreadsheet& rhs)
{
int i;
//Check for self-assignment. if (this == &rhs) {
return (*this);
}
//Free the old memory.
for (i = 0; i < mWidth; i++) { delete[] mCells[i];
}
193