- •Thinking in C++ 2nd edition Volume 2: Standard Libraries & Advanced Topics
- •Preface
- •What’s new in the second edition
- •What’s in Volume 2 of this book
- •How to get Volume 2
- •Prerequisites
- •Learning C++
- •Goals
- •Chapters
- •Exercises
- •Exercise solutions
- •Source code
- •Language standards
- •Language support
- •The book’s CD ROM
- •Seminars, CD Roms & consulting
- •Errors
- •Acknowledgements
- •Library overview
- •1: Strings
- •What’s in a string
- •Creating and initializing C++ strings
- •Initialization limitations
- •Operating on strings
- •Appending, inserting and concatenating strings
- •Replacing string characters
- •Concatenation using non-member overloaded operators
- •Searching in strings
- •Finding in reverse
- •Finding first/last of a set
- •Removing characters from strings
- •Stripping HTML tags
- •Comparing strings
- •Using iterators
- •Iterating in reverse
- •Strings and character traits
- •A string application
- •Summary
- •Exercises
- •2: Iostreams
- •Why iostreams?
- •True wrapping
- •Iostreams to the rescue
- •Sneak preview of operator overloading
- •Inserters and extractors
- •Manipulators
- •Common usage
- •Line-oriented input
- •Overloaded versions of get( )
- •Reading raw bytes
- •Error handling
- •File iostreams
- •Open modes
- •Iostream buffering
- •Seeking in iostreams
- •Creating read/write files
- •User-allocated storage
- •Output strstreams
- •Automatic storage allocation
- •Proving movement
- •A better way
- •Output stream formatting
- •Internal formatting data
- •Format fields
- •Width, fill and precision
- •An exhaustive example
- •Formatting manipulators
- •Manipulators with arguments
- •Creating manipulators
- •Effectors
- •Iostream examples
- •Code generation
- •Maintaining class library source
- •Detecting compiler errors
- •A simple datalogger
- •Generating test data
- •Verifying & viewing the data
- •Counting editor
- •Breaking up big files
- •Summary
- •Exercises
- •3: Templates in depth
- •Nontype template arguments
- •Typedefing a typename
- •Using typename instead of class
- •Function templates
- •A string conversion system
- •A memory allocation system
- •Type induction in function templates
- •Taking the address of a generated function template
- •Local classes in templates
- •Applying a function to an STL sequence
- •Template-templates
- •Member function templates
- •Why virtual member template functions are disallowed
- •Nested template classes
- •Template specializations
- •A practical example
- •Pointer specialization
- •Partial ordering of function templates
- •Design & efficiency
- •Preventing template bloat
- •Explicit instantiation
- •Explicit specification of template functions
- •Controlling template instantiation
- •Template programming idioms
- •Summary
- •Containers and iterators
- •STL reference documentation
- •The Standard Template Library
- •The basic concepts
- •Containers of strings
- •Inheriting from STL containers
- •A plethora of iterators
- •Iterators in reversible containers
- •Iterator categories
- •Input: read-only, one pass
- •Output: write-only, one pass
- •Forward: multiple read/write
- •Bidirectional: operator--
- •Random-access: like a pointer
- •Is this really important?
- •Predefined iterators
- •IO stream iterators
- •Manipulating raw storage
- •Basic sequences: vector, list & deque
- •Basic sequence operations
- •vector
- •Cost of overflowing allocated storage
- •Inserting and erasing elements
- •deque
- •Converting between sequences
- •Cost of overflowing allocated storage
- •Checked random-access
- •list
- •Special list operations
- •list vs. set
- •Swapping all basic sequences
- •Robustness of lists
- •Performance comparison
- •A completely reusable tokenizer
- •stack
- •queue
- •Priority queues
- •Holding bits
- •bitset<n>
- •vector<bool>
- •Associative containers
- •Generators and fillers for associative containers
- •The magic of maps
- •A command-line argument tool
- •Multimaps and duplicate keys
- •Multisets
- •Combining STL containers
- •Creating your own containers
- •Summary
- •Exercises
- •5: STL Algorithms
- •Function objects
- •Classification of function objects
- •Automatic creation of function objects
- •Binders
- •Function pointer adapters
- •SGI extensions
- •A catalog of STL algorithms
- •Support tools for example creation
- •Filling & generating
- •Example
- •Counting
- •Example
- •Manipulating sequences
- •Example
- •Searching & replacing
- •Example
- •Comparing ranges
- •Example
- •Removing elements
- •Example
- •Sorting and operations on sorted ranges
- •Sorting
- •Example
- •Locating elements in sorted ranges
- •Example
- •Merging sorted ranges
- •Example
- •Set operations on sorted ranges
- •Example
- •Heap operations
- •Applying an operation to each element in a range
- •Examples
- •Numeric algorithms
- •Example
- •General utilities
- •Creating your own STL-style algorithms
- •Summary
- •Exercises
- •Perspective
- •Duplicate subobjects
- •Ambiguous upcasting
- •virtual base classes
- •The "most derived" class and virtual base initialization
- •"Tying off" virtual bases with a default constructor
- •Overhead
- •Upcasting
- •Persistence
- •MI-based persistence
- •Improved persistence
- •Avoiding MI
- •Mixin types
- •Repairing an interface
- •Summary
- •Exercises
- •7: Exception handling
- •Error handling in C
- •Throwing an exception
- •Catching an exception
- •The try block
- •Exception handlers
- •Termination vs. resumption
- •The exception specification
- •Better exception specifications?
- •Catching any exception
- •Rethrowing an exception
- •Uncaught exceptions
- •Function-level try blocks
- •Cleaning up
- •Constructors
- •Making everything an object
- •Exception matching
- •Standard exceptions
- •Programming with exceptions
- •When to avoid exceptions
- •Not for asynchronous events
- •Not for ordinary error conditions
- •Not for flow-of-control
- •You’re not forced to use exceptions
- •New exceptions, old code
- •Typical uses of exceptions
- •Always use exception specifications
- •Start with standard exceptions
- •Nest your own exceptions
- •Use exception hierarchies
- •Multiple inheritance
- •Catch by reference, not by value
- •Throw exceptions in constructors
- •Don’t cause exceptions in destructors
- •Avoid naked pointers
- •Overhead
- •Summary
- •Exercises
- •8: Run-time type identification
- •The “Shape” example
- •What is RTTI?
- •Two syntaxes for RTTI
- •Syntax specifics
- •Producing the proper type name
- •Nonpolymorphic types
- •Casting to intermediate levels
- •void pointers
- •Using RTTI with templates
- •References
- •Exceptions
- •Multiple inheritance
- •Sensible uses for RTTI
- •Revisiting the trash recycler
- •Mechanism & overhead of RTTI
- •Creating your own RTTI
- •Explicit cast syntax
- •Summary
- •Exercises
- •9: Building stable systems
- •Shared objects & reference counting
- •Reference-counted class hierarchies
- •Finding memory leaks
- •An extended canonical form
- •Exercises
- •10: Design patterns
- •The pattern concept
- •The singleton
- •Variations on singleton
- •Classifying patterns
- •Features, idioms, patterns
- •Basic complexity hiding
- •Factories: encapsulating object creation
- •Polymorphic factories
- •Abstract factories
- •Virtual constructors
- •Destructor operation
- •Callbacks
- •Observer
- •The “interface” idiom
- •The “inner class” idiom
- •The observer example
- •Multiple dispatching
- •Visitor, a type of multiple dispatching
- •Efficiency
- •Flyweight
- •The composite
- •Evolving a design: the trash recycler
- •Improving the design
- •“Make more objects”
- •A pattern for prototyping creation
- •Trash subclasses
- •Parsing Trash from an external file
- •Recycling with prototyping
- •Abstracting usage
- •Applying double dispatching
- •Implementing the double dispatch
- •Applying the visitor pattern
- •More coupling?
- •RTTI considered harmful?
- •Summary
- •Exercises
- •11: Tools & topics
- •The code extractor
- •Debugging
- •Trace macros
- •Trace file
- •Abstract base class for debugging
- •Tracking new/delete & malloc/free
- •CGI programming in C++
- •Encoding data for CGI
- •The CGI parser
- •Testing the CGI parser
- •Using POST
- •Handling mailing lists
- •Maintaining your list
- •Mailing to your list
- •A general information-extraction CGI program
- •Parsing the data files
- •Summary
- •Exercises
- •General C++
- •My own list of books
- •Depth & dark corners
- •Design Patterns
- •Index
Abstracting usage
With creation out of the way, it’s time to tackle the remainder of the design: where the classes are used. Since it’s the act of sorting into bins that’s particularly ugly and exposed, why not take that process and hide it inside a class? This is simple “complexity hiding,” the principle of “If you must do something ugly, at least localize the ugliness.” In an OOP language, the best place to hide complexity is inside a class. Here’s a first cut:
vector<Aluminum*>
TrashSorter vector<Paper*>
vector of
Trash bins
vector<Glass*>
vector<Cardboard*>
A TrashSorter object holds a vector that somehow connects to vectors holding specific types of Trash. The most convenient solution would be a vector<vector<Trash*>>, but it’s too early to tell if that would work out best.
In addition, we’d like to have a sort( ) function as part of the TrashSorter class. But, keeping in mind that the goal is easy addition of new types of Trash, how would the statically-coded sort( ) function deal with the fact that a new type has been added? To solve this, the type information must be removed from sort( ) so all it needs to do is call a generic function which takes care of the details of type. This, of course, is another way to describe a virtual function. So sort( ) will simply move through the vector of Trash bins and call a virtual function for each. I’ll call the function grab(Trash*), so the structure now looks like this:
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bool grab(Trash*); |
TrashSorter |
vector<Paper*> |
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bool grab(Trash*); |
vector of |
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bool grab(Trash*); |
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bool grab(Trash*); |
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However, TrashSorter needs to call grab( ) polymorphically, through a common base class for all the vectors. This base class is very simple, since it only needs to establish the interface for the grab( ) function.
Now there’s a choice. Following the above diagram, you could put a vector of trash pointers as a member object of each subclassed Tbin. However, you will want to treat each Tbin as a vector, and perform all the vector operations on it. You could create a new interface and forward all those operations, but that produces work and potential bugs. The type we’re creating is really a Tbin and a vector, which suggests multiple inheritance. However, it turns out that’s not quite necessary, for the following reason.
Each time a new type is added to the system the programmer will have to go in and derive a new class for the vector that holds the new type of Trash, along with its grab( ) function. The code the programmer writes will actually be identical code except for the type it’s working with. That last phrase is the key to introduce a template, which will do all the work of adding a new type. Now the diagram looks more complicated, although the process of adding a new type to the system will be simple. Here, TrashBin can inherit from TBin, which inherits from vector<Trash*> like this (the multiple-lined arrows indicated template instantiation):
TBin : public vector<Trash*>
virtual bool grab(Trash*);
template TrashBin<TrashType> (implements grab();)
TrashSorter |
vector of |
TrashBins |
bool sort(Trash*); |
TrashBin<Paper> |
TrashBin<Glass> |
TrashBin<Aluminum> |
TrashBin<Cardboard>
The reason TrashBin must be a template is so it can automatically generate the grab( ) function. A further templatization will allow the vectors to hold specific types.
That said, we can look at the whole program to see how all this is implemented.
//: C09:Recycle4.cpp //{L} TrashPrototypeInit
//{L} fillBin Trash TrashStatics
// Adding TrashBins and TrashSorters
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#include "Trash.h" #include "Aluminum.h" #include "Paper.h" #include "Glass.h" #include "Cardboard.h" #include "fillBin.h" #include "sumValue.h" #include "../purge.h" #include <fstream> #include <vector> using namespace std;
ofstream out("Recycle4.out");
class TBin : public vector<Trash*> { public:
virtual bool grab(Trash*) = 0;
};
template<class TrashType> class TrashBin : public TBin { public:
bool grab(Trash* t) {
TrashType* tp = dynamic_cast<TrashType*>(t); if(!tp) return false; // Not grabbed push_back(tp);
return true; // Object grabbed
}
};
class TrashSorter : public vector<TBin*> { public:
bool sort(Trash* t) {
for(iterator it = begin(); it != end(); it++) if((*it)->grab(t))
return true; return false;
}
void sortBin(vector<Trash*>& bin) { vector<Trash*>::iterator it;
for(it = bin.begin(); it != bin.end(); it++) if(!sort(*it))
cerr << "bin not found" << endl;
}
~TrashSorter() { purge(*this); }
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};
int main() { vector<Trash*> bin;
// Fill up the Trash bin: fillBin("Trash.dat", bin); TrashSorter tbins;
tbins.push_back(new TrashBin<Aluminum>); tbins.push_back(new TrashBin<Paper>); tbins.push_back(new TrashBin<Glass>); tbins.push_back(new TrashBin<Cardboard>); tbins.sortBin(bin);
for(TrashSorter::iterator it = tbins.begin(); it != tbins.end(); it++)
sumValue(**it);
sumValue(bin);
purge(bin); } ///:~
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Glass Vector |
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TrashSorter needs to call each grab( ) member function and get a different result depending on what type of Trash the current vector is holding. That is, each vector must be aware of the type it holds. This “awareness” is accomplished with a virtual function, the grab( ) function, which thus eliminates at least the outward appearance of the use of RTTI. The implementation of grab( ) does use RTTI, but it’s templatized so as long as you put a new TrashBin in the TrashSorter when you add a type, everything else is taken care of.
Memory is managed by denoting bin as the “master container,” the one responsible for cleanup. With this rule in place, calling purge( ) for bin cleans up all the Trash objects. In addition, TrashSorter assumes that it “owns” the pointers it holds, and cleans up all the TrashBin objects during destruction.
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