- •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 10
If you are still feeling a little unsure about polymorphism, start with the code for this example and try things out. The main function in the preceding example is a great starting point for experimental code that simply exercises various aspects of the class.
Multiple Inheritance
As you read in Chapter 3, multiple inheritance is often perceived as a complicated and unnecessary part of object-oriented programming. We’ll leave the decision of whether or not it is useful up to you and your coworkers. This section explains the mechanics of multiple inheritance in C++.
Inheriting from Multiple Classes
Defining a class to have multiple parent classes is very simple from a syntactic point of view. All you need to do is list the superclasses individually when declaring the class name.
class Baz : public Foo, public Bar
{
// Etc.
};
By listing multiple parents, the Baz object will have the following characteristics:
A Baz object will support the public methods and contain the data members of both Foo and Bar.
The methods of the Baz class will have access to protected data and methods in both Foo and Bar.
A Baz object can be upcast to either a Foo or a Bar.
Creating a new Baz object will automatically call the Foo and Bar default constructors, in the order that the classes were listed in the class definition.
Deleting a Baz object will automatically call the destructors for the Foo and Bar classes, in the reverse order that the classes were listed in the class definition.
The following simple example shows a class, DogBird, that has two parent classes — a Dog class and a Bird class. The fact that a dog-bird is a ridiculous example should not be viewed as a statement that multiple inheritance itself is ridiculous. Honestly, we leave that judgment up to you.
class Dog
{
public:
virtual void bark() { cout << “Woof!” << endl; }
};
class Bird
{
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public:
virtual void chirp() { cout << “Chirp!” << endl; }
};
class DogBird : public Dog, public Bird
{
};
The class hierarchy for DogBird is shown in Figure 10-7.
Dog |
Bird |
DogBird
Figure 10-7
Using objects of classes with multiple parents is no different from using objects without multiple parents. In fact, the client code doesn’t even have to know that the class has two parents. All that really matters are the properties and behaviors supported by the class. In this case, a DogBird object supports all of the public methods of Dog and Bird.
int main(int argc, char** argv)
{
DogBird myConfusedAnimal;
myConfusedAnimal.bark();
myConfusedAnimal.chirp();
}
The output of this program is:
Woof!
Chirp!
Naming Collisions and Ambiguous Base Classes
It’s not difficult to construct a scenario where multiple inheritance would seem to break down. The following examples show some of the edge cases that must be considered.
Name Ambiguity
What if the Dog class and the Bird class both had a method called eat()? Since Dog and Bird are not related in any way, one version of the method does not override the other — they both continue to exist in the DogBird subclass.
As long as client code never attempts to call the eat() method, that is not a problem. The DogBird class will compile correctly despite having two versions of eat(). However, if client code attempts to call the eat() method, the compiler will give an error indicating that the call to eat() is ambiguous. The compiler will not know which version to call. The following code provokes this ambiguity error.
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Chapter 10
class Dog
{
public:
virtual void bark() { cout << “Woof!” << endl; }
virtual void eat() { cout << “The dog has eaten.” << endl; }
};
class Bird
{
public:
virtual void chirp() { cout << “Chirp!” << endl; }
virtual void eat() { cout << “The bird has eaten.” << endl; }
};
class DogBird : public Dog, public Bird
{
};
int main(int argc, char** argv)
{
DogBird myConfusedAnimal;
myConfusedAnimal.eat(); // BUG! Ambiguous call to method eat()
}
The solution to the ambiguity is to either explicitly upcast the object, essentially hiding the undesired version of the method from the compiler, or to use a disambiguation syntax. For example, the following code shows two ways to invoke the Dog version of eat().
static_cast<Dog>(myConfusedAnimal).eat(); |
// |
Slices, calling Dog::eat() |
myConfusedAnimal.Dog::eat(); |
// |
Calls Dog::eat() |
Methods of the subclass itself can also explicitly disambiguate between different methods of the same name by using the same syntax used to access parent methods, the :: operator. For example, the DogBird class could prevent ambiguity errors in other code by defining its own eat() method. Inside this method, it would determine which parent version to call.
void DogBird::eat()
{
Dog::eat(); // Explicitly call Dog’s version of eat()
}
Another way to provoke ambiguity is to inherit from the same class twice. For example, if the Bird class inherited from Dog for some reason, the code for DogBird would not compile because Dog becomes an ambiguous base class.
class Dog {};
class Bird : public Dog {};
class DogBird : public Bird, public Dog {}; // BUG! Dog is an ambiguous base class.
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Most occurrences of ambiguous base classes are either contrived “what-if” examples, like the one above, or arise from untidy class hierarchies. Figure 10-8 shows a class diagram for the preceding example, indicating the ambiguity.
Dog
Bird
DogBird
Figure 10-8
Ambiguity can also occur with data members. If Dog and Bird both had a data member with the same name, an ambiguity error would occur when client code attempted to access that member.
Ambiguous Base Classes
A more likely scenario is that multiple parents themselves have common parents. For example, perhaps both Bird and Dog are subclasses of an Animal class, as shown in Figure 10-9.
Animal
Dog |
Bird |
DogBird
Figure 10-9
This type of class hierarchy is permitted in C++, though name ambiguity can still occur. For example, if the Animal class has a public method called sleep(), that method could not be called on a DogBird object because the compiler would not know whether to call the version inherited by Dog or by Bird.
The best way to use these “diamond-shaped” class hierarchies is to make the topmost class an abstract base class with all methods declared as pure virtual. Since the class only declares methods without providing definitions, there are no methods in the base class to call and thus there are no ambiguities at that level.
The following example implements a diamond-shaped class hierarchy with a pure virtual eat() method that must be defined by each subclass. The DogBird class still needs to be explicit about which parent’s eat() method it uses, but any ambiguity would be caused by Dog and Bird having the same method, not because they inherit from the same class.
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Chapter 10
class Animal
{
public:
virtual void eat() = 0;
};
class Dog : public Animal
{
public:
virtual void bark() { cout << “Woof!” << endl; }
virtual void eat() { cout << “The dog has eaten.” << endl; }
};
class Bird : public Animal
{
public:
virtual void chirp() { cout << “Chirp!” << endl; }
virtual void eat() { cout << “The bird has eaten.” << endl; }
};
class DogBird : public Dog, public Bird
{
public:
virtual void eat() { Dog::eat(); }
};
A more refined mechanism for dealing with the top class in a diamond-shaped hierarchy, virtual base classes, is explained at the end of this chapter.
Uses for Multiple Inheritance
At this point, you’re probably wondering why anyone would want to tackle multiple inheritance in her program. The most straightforward use case for multiple inheritance is to define a class of object that is-a something and also is-a something else. As we said in Chapter 3, any real-world objects you find that follow this pattern are unlikely to translate well into code.
One of the most compelling and simple uses of multiple inheritance is for the implementation of mix-in classes. Mix-in classes were explained in Chapter 3. An example implementation using multiple inheritance is shown in Chapter 25.
Another reason that people sometimes use multiple inheritance is to model a component-based class. Chapter 3 gave the example of an airplane simulator. The Airplane class had an engine, a fuselage, controls, and other components. While the typical implementation of an Airplane class would make each of these components a separate data member, you could use multiple inheritance. The airplane class would inherit from engine, fuselage, and controls, in effect getting the behaviors and properties of all of its components. We recommend you stay away from this type of code because it confuses a clear has-a relationship with inheritance, which should be used for is-a relationships.
252