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Thinking in C++ - Volume 1


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14. Inheritance & Composition

One of the most compelling features about C++ is
code reuse. But to be revolutionary, you need to be
able to do a lot more than copy code and change it.

That's the C approach, and it hasn't worked very well. As with most everything in C++, the solution revolves around the class. You reuse code by creating new classes, but instead of creating them from scratch, you use existing classes that someone else has built and debugged.

The trick is to use the classes without soiling the existing code. In this chapter you'll see two ways to accomplish this. The first is quite straightforward: You simply create objects of your existing class inside the new class. This is called composition because the new class is composed of objects of existing classes.

The second approach is subtler. You create a new class as a type of an existing class. You literally take the form of the existing class and add code to it, without modifying the existing class. This magical act is called inheritance, and most of the work is done by the compiler. Inheritance is one of the cornerstones of object-oriented programming and has additional implications that will be explored in Chapter 15.

It turns out that much of the syntax and behavior are similar for both composition and inheritance (which makes sense; they are both ways of making new types from existing types). In this chapter, you'll learn about these code reuse mechanisms.

14-1. Composition syntax

Actually, you've been using composition all along to create classes. You've just been composing classes primarily with built-in types (and sometimes strings). It turns out to be almost as easy to use composition with user-defined types.

Consider a class that is valuable for some reason:

 
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//: C14:Useful.h
// A class to reuse
#ifndef USEFUL_H
#define USEFUL_H
 
class X {
  int i;
public:
  X() { i = 0; }
  void set(int ii) { i = ii; }
  int read() const { return i; }
  int permute() { return i = i * 47; }
};
#endif // USEFUL_H ///:~

The data members are private in this class, so it's completely safe to embed an object of type X as a public object in a new class, which makes the interface straightforward:

 
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//: C14:Composition.cpp
// Reuse code with composition
#include "Useful.h"
 
class Y {
  int i;
public:
  X x; // Embedded object
  Y() { i = 0; }
  void f(int ii) { i = ii; }
  int g() const { return i; }
};
 
int main() {
  Y y;
  y.f(47);
  y.x.set(37); // Access the embedded object
} ///:~

Accessing the member functions of the embedded object (referred to as a subobject) simply requires another member selection.

It's more common to make the embedded objects private, so they become part of the underlying implementation (which means you can change the implementation if you want). The public interface functions for your new class then involve the use of the embedded object, but they don't necessarily mimic the object's interface:

 
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//: C14:Composition2.cpp
// Private embedded objects
#include "Useful.h"
 
class Y {
  int i;
  X x; // Embedded object
public:
  Y() { i = 0; }
  void f(int ii) { i = ii; x.set(ii); }
  int g() const { return i * x.read(); }
  void permute() { x.permute(); }
};
 
int main() {
  Y y;
  y.f(47);
  y.permute();
} ///:~

Here, the permute( ) function is carried through to the new class interface, but the other member functions of X are used within the members of Y.

14-2. Inheritance syntax

The syntax for composition is obvious, but to perform inheritance there's a new and different form.

When you inherit, you are saying, “This new class is like that old class.” You state this in code by giving the name of the class as usual, but before the opening brace of the class body, you put a colon and the name of the base class (or base classes, separated by commas, for multiple inheritance). When you do this, you automatically get all the data members and member functions in the base class. Here's an example:

 
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//: C14:Inheritance.cpp
// Simple inheritance
#include "Useful.h"
#include <iostream>
using namespace std;
 
class Y : public X {
  int i; // Different from X's i
public:
  Y() { i = 0; }
  int change() {
    i = permute(); // Different name call
    return i;
  }
  void set(int ii) {
    i = ii;
    X::set(ii); // Same-name function call
  }
};
 
int main() {
  cout << "sizeof(X) = " << sizeof(X) << endl;
  cout << "sizeof(Y) = "
       << sizeof(Y) << endl;
  Y D;
  D.change();
  // X function interface comes through:
  D.read();
  D.permute();
  // Redefined functions hide base versions:
  D.set(12);
} ///:~

You can see Y being inherited from X, which means that Y will contain all the data elements in X and all the member functions in X. In fact, Y contains a subobject of X just as if you had created a member object of X inside Y instead of inheriting from X. Both member objects and base class storage are referred to as subobjects.

All the private elements of X are still private in Y; that is, just because Y inherits from X doesn't mean Y can break the protection mechanism. The private elements of X are still there, they take up space - you just can't access them directly.

In main( ) you can see that Y'sdata elements are combined with X's because the sizeof(Y) is twice as big as sizeof(X).

You'll notice that the base class is preceded by public. During inheritance, everything defaults to private. If the base class were not preceded by public, it would mean that all of the public members of the base class would be private in the derived class. This is almost never what you want(51); the desired result is to keep all the public members of the base class public in the derived class. You do this by using the public keyword during inheritance.

In change( ), the base-class permute( ) function is called. The derived class has direct access to all the public base-class functions.

The set( ) function in the derived class redefines the set( ) function in the base class. That is, if you call the functions read( ) and permute( ) for an object of type Y, you'll get the base-class versions of those functions (you can see this happen inside main( )). But if you call set( ) for a Y object, you get the redefined version. This means that if you don't like the version of a function you get during inheritance, you can change what it does. (You can also add completely new functions like change( ).)

However, when you're redefining a function, you may still want to call the base-class version. If, inside set( ), you simply call set( ) you'll get the local version of the function - a recursive function call. To call the base-class version, you must explicitly name the base class using the scope resolution operator.

14-3. The constructor initializer list

You've seen how important it is in C++ to guarantee proper initialization, and it's no different during composition and inheritance. When an object is created, the compiler guarantees that constructors for all of its subobjects are called. In the examples so far, all of the subobjects have default constructors, and that's what the compiler automatically calls. But what happens if your subobjects don't have default constructors, or if you want to change a default argument in a constructor? This is a problem because the new class constructor doesn't have permission to access the private data elements of the subobject, so it can't initialize them directly.

The solution is simple: Call the constructor for the subobject. C++ provides a special syntax for this, the constructor initializer list. The form of the constructor initializer list echoes the act of inheritance. With inheritance, you put the base classes after a colon and before the opening brace of the class body. In the constructor initializer list, you put the calls to subobject constructors after the constructor argument list and a colon, but before the opening brace of the function body. For a class MyType, inherited from Bar, this might look like this:

 
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MyType::MyType(int i) : Bar(i) { // ...

if Bar has a constructor that takes a single int argument.

14-3-1. Member object initialization

It turns out that you use this very same syntax for member object initialization when using composition. For composition, you give the names of the objects instead of the class names. If you have more than one constructor call in the initializer list, you separate the calls with commas:

 
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MyType2::MyType2(int i) : Bar(i), m(i+1) { // ...

This is the beginning of a constructor for class MyType2, which is inherited from Bar and contains a member object called m. Note that while you can see the type of the base class in the constructor initializer list, you only see the member object identifier.

14-3-2. Built-in types in the initializer list

The constructor initializer list allows you to explicitly call the constructors for member objects. In fact, there's no other way to call those constructors. The idea is that the constructors are all called before you get into the body of the new class's constructor. That way, any calls you make to member functions of subobjects will always go to initialized objects. There's no way to get to the opening brace of the constructor without some constructor being called for all the member objects and base-class objects, even if the compiler must make a hidden call to a default constructor. This is a further enforcement of the C++ guarantee that no object (or part of an object) can get out of the starting gate without its constructor being called.

This idea that all of the member objects are initialized by the time the opening brace of the constructor is reached is a convenient programming aid as well. Once you hit the opening brace, you can assume all subobjects are properly initialized and focus on specific tasks you want to accomplish in the constructor. However, there's a hitch: What about member objects of built-in types, which don't have constructors?

To make the syntax consistent, you are allowed to treat built-in types as if they have a single constructor, which takes a single argument: a variable of the same type as the variable you're initializing. Thus, you can say

 
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//: C14:PseudoConstructor.cpp
class X {
  int i;
  float f;
  char c;
  char* s;
public:
  X() : i(7), f(1.4), c('x'), s("howdy") {}
};
 
int main() {
  X x;
  int i(100);  // Applied to ordinary definition
  int* ip = new int(47);
} ///:~

The action of these “pseudo-constructor calls” is to perform a simple assignment. It's a convenient technique and a good coding style, so you'll see it used often.

It's even possible to use the pseudo-constructor syntax when creating a variable of a built-in type outside of a class:

 
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int i(100);
int* ip = new int(47);

This makes built-in types act a little bit more like objects. Remember, though, that these are not real constructors. In particular, if you don't explicitly make a pseudo-constructor call, no initialization is performed.

14-4. Combining composition & inheritance

Of course, you can use composition & inheritance together. The following example shows the creation of a more complex class using both of them.

 
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//: C14:Combined.cpp
// Inheritance & composition
 
class A {
  int i;
public:
  A(int ii) : i(ii) {}
  ~A() {}
  void f() const {}
};
 
class B {
  int i;
public:
  B(int ii) : i(ii) {}
  ~B() {}
  void f() const {}
};
 
class C : public B {
  A a;
public:
  C(int ii) : B(ii), a(ii) {}
  ~C() {} // Calls ~A() and ~B()
  void f() const {  // Redefinition
    a.f();
    B::f();
  }
};
 
int main() {
  C c(47);
} ///:~

C inherits from B and has a member object (“is composed of”) of type A. You can see the constructor initializer list contains calls to both the base-class constructor and the member-object constructor.

The function C::f( ) redefines B::f( ), which it inherits, and also calls the base-class version. In addition, it calls a.f( ). Notice that the only time you can talk about redefinition of functions is during inheritance; with a member object you can only manipulate the public interface of the object, not redefine it. In addition, calling f( ) for an object of class C would not call a.f( ) if C::f( ) had not been defined, whereas it would call B::f( ).

Automatic destructor calls

Although you are often required to make explicit constructor calls in the initializer list, you never need to make explicit destructor calls because there's only one destructor for any class, and it doesn't take any arguments. However, the compiler still ensures that all destructors are called, and that means all of the destructors in the entire hierarchy, starting with the most-derived destructor and working back to the root.

It's worth emphasizing that constructors and destructors are quite unusual in that every one in the hierarchy is called, whereas with a normal member function only that function is called, but not any of the base-class versions. If you also want to call the base-class version of a normal member function that you're overriding, you must do it explicitly.

14-4-1. Order of constructor & destructor calls

It's interesting to know the order of constructor and destructor calls when an object has many subobjects. The following example shows exactly how it works:

 
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//: C14:Order.cpp
// Constructor/destructor order
#include <fstream>
using namespace std;
ofstream out("order.out");
 
#define CLASS(ID) class ID { \
public: \
  ID(int) { out << #ID " constructor\n"; } \
  ~ID() { out << #ID " destructor\n"; } \
};
 
CLASS(Base1);
CLASS(Member1);
CLASS(Member2);
CLASS(Member3);
CLASS(Member4);
 
class Derived1 : public Base1 {
  Member1 m1;
  Member2 m2;
public:
  Derived1(int) : m2(1), m1(2), Base1(3) {
    out << "Derived1 constructor\n";
  }
  ~Derived1() {
    out << "Derived1 destructor\n";
  }
};
 
class Derived2 : public Derived1 {
  Member3 m3;
  Member4 m4;
public:
  Derived2() : m3(1), Derived1(2), m4(3) {
    out << "Derived2 constructor\n";
  }
  ~Derived2() {
    out << "Derived2 destructor\n";
  }
};
 
int main() {
  Derived2 d2;
} ///:~

First, an ofstream object is created to send all the output to a file. Then, to save some typing and demonstrate a macro technique that will be replaced by a much improved technique in Chapter 16, a macro is created to build some of the classes, which are then used in inheritance and composition. Each of the constructors and destructors report themselves to the trace file. Note that the constructors are not default constructors; they each have an int argument. The argument itself has no identifier; its only reason for existence is to force you to explicitly call the constructors in the initializer list. (Eliminating the identifier prevents compiler warning messages.)

The output of this program is

 
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Base1 constructor
Member1 constructor
Member2 constructor
Derived1 constructor
Member3 constructor
Member4 constructor
Derived2 constructor
Derived2 destructor
Member4 destructor
Member3 destructor
Derived1 destructor
Member2 destructor
Member1 destructor
Base1 destructor

You can see that construction starts at the very root of the class hierarchy, and that at each level the base class constructor is called first, followed by the member object constructors. The destructors are called in exactly the reverse order of the constructors - this is important because of potential dependencies (in the derived-class constructor or destructor, you must be able to assume that the base-class subobject is still available for use, and has already been constructed - or not destroyed yet).

It's also interesting that the order of constructor calls for member objects is completely unaffected by the order of the calls in the constructor initializer list. The order is determined by the order that the member objects are declared in the class. If you could change the order of constructor calls via the constructor initializer list, you could have two different call sequences in two different constructors, but the poor destructor wouldn't know how to properly reverse the order of the calls for destruction, and you could end up with a dependency problem.

14-5. Name hiding

If you inherit a class and provide a new definition for one of its member functions, there are two possibilities. The first is that you provide the exact signature and return type in the derived class definition as in the base class definition. This is called redefining for ordinary member functions and overriding when the base class member function is a virtual function (virtual functions are the normal case, and will be covered in detail in Chapter 15). But what happens if you change the member function argument list or return type in the derived class? Here's an example:

 
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//: C14:NameHiding.cpp
// Hiding overloaded names during inheritance
#include <iostream>
#include <string>
using namespace std;
 
class Base {
public:
  int f() const { 
    cout << "Base::f()\n"; 
    return 1; 
  }
  int f(string) const { return 1; }
  void g() {}
};
 
class Derived1 : public Base {
public:
  void g() const {}
};
 
class Derived2 : public Base {
public:
  // Redefinition:
  int f() const { 
    cout << "Derived2::f()\n"; 
    return 2;
  }
};
 
class Derived3 : public Base {
public:
  // Change return type:
  void f() const { cout << "Derived3::f()\n"; }
};
 
class Derived4 : public Base {
public:
  // Change argument list:
  int f(int) const { 
    cout << "Derived4::f()\n"; 
    return 4; 
  }
};
 
int main() {
  string s("hello");
  Derived1 d1;
  int x = d1.f();
  d1.f(s);
  Derived2 d2;
  x = d2.f();
//!  d2.f(s); // string version hidden
  Derived3 d3;
//!  x = d3.f(); // return int version hidden
  Derived4 d4;
//!  x = d4.f(); // f() version hidden
  x = d4.f(1);
} ///:~

In Base you see an overloaded function f( ), and Derived1 doesn't make any changes to f( ) but it does redefine g( ). In main( ), you can see that both overloaded versions of f( ) are available in Derived1. However, Derived2 redefines one overloaded version of f( ) but not the other, and the result is that the second overloaded form is unavailable. In Derived3, changing the return type hides both the base class versions, and Derived4 shows that changing the argument list also hides both the base class versions. In general, we can say that anytime you redefine an overloaded function name from the base class, all the other versions are automatically hidden in the new class. In Chapter 15, you'll see that the addition of the virtual keyword affects function overloading a bit more.

If you change the interface of the base class by modifying the signature and/or return type of a member function from the base class, then you're using the class in a different way than inheritance is normally intended to support. It doesn't necessarily mean you're doing it wrong, it's just that the ultimate goal of inheritance is to support polymorphism, and if you change the function signature or return type then you are actually changing the interface of the base class. If this is what you have intended to do then you are using inheritance primarily to reuse code, and not to maintain the common interface of the base class (which is an essential aspect of polymorphism). In general, when you use inheritance this way it means you're taking a general-purpose class and specializing it for a particular need - which is usually, but not always, considered the realm of composition.

For example, consider the Stack class from Chapter 9. One of the problems with that class is that you had to perform a cast every time you fetched a pointer from the container. This is not only tedious, it's unsafe - you could cast the pointer to anything you want.

An approach that seems better at first glance is to specialize the general Stack class using inheritance. Here's an example that uses the class from Chapter 9:

 
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//: C14:InheritStack.cpp
// Specializing the Stack class
#include "../C09/Stack4.h"
#include "../require.h"
#include <iostream>
#include <fstream>
#include <string>
using namespace std;
 
class StringStack : public Stack {
public:
  void push(string* str) {
    Stack::push(str);
  }
  string* peek() const {
    return (string*)Stack::peek();
  }
  string* pop() {
    return (string*)Stack::pop();
  }
  ~StringStack() {
    string* top = pop();
    while(top) {
      delete top;
      top = pop();
    }
  }
};
 
int main() {
  ifstream in("InheritStack.cpp");
  assure(in, "InheritStack.cpp");
  string line;
  StringStack textlines;
  while(getline(in, line))
    textlines.push(new string(line));
  string* s;
  while((s = textlines.pop()) != 0) { // No cast!
    cout << *s << endl;
    delete s;
  }
} ///:~

Since all of the member functions in Stack4.h are inlines, nothing needs to be linked.

StringStack specializes Stack so that push( ) will accept only String pointers. Before, Stack would accept void pointers, so the user had no type checking to make sure the proper pointers were inserted. In addition, peek( ) and pop( ) now return String pointers instead of void pointers, so no cast is necessary to use the pointer.

Amazingly enough, this extra type-checking safety is free in push( ), peek( ), and pop( )! The compiler is being given extra type information that it uses at compile-time, but the functions are inlined and no extra code is generated.

Name hiding comes into play here because, in particular, the push( ) function has a different signature: the argument list is different. If you had two versions of push( ) in the same class, that would be overloading, but in this case overloading is not what we want because that would still allow you to pass any kind of pointer into push( ) as a void*. Fortunately, C++ hides the push(void*) version in the base class in favor of the new version that's defined in the derived class, and therefore it only allows us to push( ) string pointers onto the StringStack.

Because we can now guarantee that we know exactly what kind of objects are in the container, the destructor works correctly and the ownership problem is solved - or at least, one approach to the ownership problem. Here, if you push( ) a string pointer onto the StringStack, then (according to the semantics of the StringStack)you're also passing ownership of that pointer to the StringStack. If you pop( ) the pointer, you not only get the pointer, but you also get ownership of that pointer. Any pointers that are left on the StringStack when its destructor is called are then deleted by that destructor. And since these are always string pointers and the delete statement is working on string pointers instead of void pointers, the proper destruction happens and everything works correctly.

There is a drawback: this class works only for string pointers. If you want a Stack that works with some other kind of object, you must write a new version of the class so that it works only with your new kind of object. This rapidly becomes tedious, and is finally solved using templates, as you will see in Chapter 16.

We can make an additional observation about this example: it changes the interface of the Stack in the process of inheritance. If the interface is different, then a StringStack really isn't a Stack, and you will never be able to correctly use a StringStack as a Stack. This makes the use of inheritance questionable here; if you're not creating a StringStack that is-a type of Stack, then why are you inheriting? A more appropriate version of StringStack will be shown later in this chapter.

14-6. Functions that don't automatically inherit

Not all functions are automatically inherited from the base class into the derived class. Constructors and destructors deal with the creation and destruction of an object, and they can know what to do with the aspects of the object only for their particular class, so all the constructors and destructors in the hierarchy below them must be called. Thus, constructors and destructors don't inherit and must be created specially for each derived class.

In addition, the operator= doesn't inherit because it performs a constructor-like activity. That is, just because you know how to assign all the members of an object on the left-hand side of the = from an object on the right-hand side doesn't mean that assignment will still have the same meaning after inheritance.

In lieu of inheritance, these functions are synthesized by the compiler if you don't create them yourself. (With constructors, you can't create any constructors in order for the compiler to synthesize the default constructor and the copy-constructor.) This was briefly described in Chapter 6. The synthesized constructors use memberwise initialization and the synthesized operator= uses memberwise assignment. Here's an example of the functions that are synthesized by the compiler:

 
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//: C14:SynthesizedFunctions.cpp
// Functions that are synthesized by the compiler
#include <iostream>
using namespace std;
 
class GameBoard {
public:
  GameBoard() { cout << "GameBoard()\n"; }
  GameBoard(const GameBoard&) { 
    cout << "GameBoard(const GameBoard&)\n"; 
  }
  GameBoard& operator=(const GameBoard&) {
    cout << "GameBoard::operator=()\n";
    return *this;
  }
  ~GameBoard() { cout << "~GameBoard()\n"; }
};
 
class Game {
  GameBoard gb; // Composition
public:
  // Default GameBoard constructor called:
  Game() { cout << "Game()\n"; }
  // You must explicitly call the GameBoard
  // copy-constructor or the default constructor
  // is automatically called instead:
  Game(const Game& g) : gb(g.gb) { 
    cout << "Game(const Game&)\n"; 
  }
  Game(int) { cout << "Game(int)\n"; }
  Game& operator=(const Game& g) {
    // You must explicitly call the GameBoard
    // assignment operator or no assignment at 
    // all happens for gb!
    gb = g.gb;
    cout << "Game::operator=()\n";
    return *this;
  }
  class Other {}; // Nested class
  // Automatic type conversion:
  operator Other() const {
    cout << "Game::operator Other()\n";
    return Other();
  }
  ~Game() { cout << "~Game()\n"; }
};
 
class Chess : public Game {};
 
void f(Game::Other) {}
 
class Checkers : public Game {
public:
  // Default base-class constructor called:
  Checkers() { cout << "Checkers()\n"; }
  // You must explicitly call the base-class
  // copy constructor or the default constructor
  // will be automatically called instead:
  Checkers(const Checkers& c) : Game(c) {
    cout << "Checkers(const Checkers& c)\n";
  }
  Checkers& operator=(const Checkers& c) {
    // You must explicitly call the base-class
    // version of operator=() or no base-class
    // assignment will happen:
    Game::operator=(c);
    cout << "Checkers::operator=()\n";
    return *this;
  }
};
 
int main() {
  Chess d1;  // Default constructor
  Chess d2(d1); // Copy-constructor
//! Chess d3(1); // Error: no int constructor
  d1 = d2; // Operator= synthesized
  f(d1); // Type-conversion IS inherited
  Game::Other go;
//!  d1 = go; // Operator= not synthesized 
           // for differing types
  Checkers c1, c2(c1);
  c1 = c2;
} ///:~

The constructors and the operator= for GameBoard and Game announce themselves so you can see when they're used by the compiler. In addition, the operator Other( ) performs automatic type conversion from a Game object to an object of the nested class Other. The class Chess simply inherits from Game and creates no functions (to see how the compiler responds). The function f( ) takes an Other object to test the automatic type conversion function.

In main( ), the synthesized default constructor and copy-constructor for the derived class Chess are called. The Game versions of these constructors are called as part of the constructor-call hierarchy. Even though it looks like inheritance, new constructors are actually synthesized by the compiler. As you might expect, no constructors with arguments are automatically created because that's too much for the compiler to intuit.

The operator= is also synthesized as a new function in Chess using memberwise assignment (thus, the base-class version is called) because that function was not explicitly written in the new class. And of course the destructor was automatically synthesized by the compiler.

Because of all these rules about rewriting functions that handle object creation, it may seem a little strange at first that the automatic type conversion operator is inherited. But it's not too unreasonable - if there are enough pieces in Game to make an Other object, those pieces are still there in anything derived from Game and the type conversion operator is still valid (even though you may in fact want to redefine it).

operator= is synthesized only for assigning objects of the same type. If you want to assign one type to another you must always write that operator= yourself.

If you look more closely at Game, you'll see that the copy-constructor and assignment operators have explicit calls to the member object copy-constructor and assignment operator. You will normally want to do this because otherwise, in the case of the copy-constructor, the default member object constructor will be used instead, and in the case of the assignment operator, no assignment at all will be done for the member objects!

Lastly, look at Checkers, which explicitly writes out the default constructor, copy-constructor, and assignment operators. In the case of the default constructor, the default base-class constructor is automatically called, and that's typically what you want. But, and this is an important point, as soon as you decide to write your own copy-constructor and assignment operator, the compiler assumes that you know what you're doing and does not automatically call the base-class versions, as it does in the synthesized functions. If you want the base class versions called (and you typically do) then you must explicitly call them yourself. In the Checkers copy-constructor, this call appears in the constructor initializer list:

 
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Checkers(const Checkers& c) : Game(c) {

In the Checkers assignment operator, the base class call is the first line in the function body:

 
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Game::operator=(c);

These calls should be part of the canonical form that you use whenever you inherit a class.

14-6-1. Inheritance and static member functions

static member functions act the same as non-static member functions:

  1. They inherit into the derived class.
  2. If you redefine a static member, all the other overloaded functions in the base class are hidden.
  3. If you change the signature of a function in the base class, all the base class versions with that function name are hidden (this is really a variation of the previous point).

However, static member functions cannot be virtual (a topic covered thoroughly in Chapter 15).

14-7. Choosing composition vs. inheritance

Both composition and inheritance place subobjects inside your new class. Both use the constructor initializer list to construct these subobjects. You may now be wondering what the difference is between the two, and when to choose one over the other.

Composition is generally used when you want the features of an existing class inside your new class, but not its interface. That is, you embed an object to implement features of your new class, but the user of your new class sees the interface you've defined rather than the interface from the original class. To do this, you follow the typical path of embedding private objects of existing classes inside your new class.

Occasionally, however, it makes sense to allow the class user to directly access the composition of your new class, that is, to make the member objects public. The member objects use access control themselves, so this is a safe thing to do and when the user knows you're assembling a bunch of parts, it makes the interface easier to understand. A Car class is a good example:

 
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//: C14:Car.cpp
// Public composition
 
class Engine {
public:
  void start() const {}
  void rev() const {}
  void stop() const {}
};
 
class Wheel {
public:
  void inflate(int psi) const {}
};
 
class Window {
public:
  void rollup() const {}
  void rolldown() const {}
};
 
class Door {
public:
  Window window;
  void open() const {}
  void close() const {}
};
 
class Car {
public:
  Engine engine;
  Wheel wheel[4];
  Door left, right; // 2-door
};
 
int main() {
  Car car;
  car.left.window.rollup();
  car.wheel[0].inflate(72);
} ///:~

Because the composition of a Car is part of the analysis of the problem (and not simply part of the underlying design), making the members public assists the client programmer's understanding of how to use the class and requires less code complexity for the creator of the class.

With a little thought, you'll also see that it would make no sense to compose a Car using a “vehicle” object - a car doesn't contain a vehicle, it is a vehicle. The is-a relationship is expressed with inheritance, and the has-a relationship is expressed with composition.

14-7-1. Subtyping

Now suppose you want to create a type of ifstream object that not only opens a file but also keeps track of the name of the file. You can use composition and embed both an ifstream and a string into the new class:

 
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//: C14:FName1.cpp
// An fstream with a file name
#include "../require.h"
#include <iostream>
#include <fstream>
#include <string>
using namespace std;
 
class FName1 {
  ifstream file;
  string fileName;
  bool named;
public:
  FName1() : named(false) {}
  FName1(const string& fname) 
    : fileName(fname), file(fname.c_str()) {
    assure(file, fileName);
    named = true;
  }
  string name() const { return fileName; }
  void name(const string& newName) {
    if(named) return; // Don't overwrite
    fileName = newName;
    named = true;
  }
  operator ifstream&() { return file; }
};
 
int main() {
  FName1 file("FName1.cpp");
  cout << file.name() << endl;
  // Error: close() not a member:
//!  file.close();
} ///:~

There's a problem here, however. An attempt is made to allow the use of the FName1 object anywhere an ifstream object is used by including an automatic type conversion operator from FName1 to an ifstream&. But in main, the line

 
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file.close();

will not compile because automatic type conversion happens only in function calls, not during member selection. So this approach won't work.

A second approach is to add the definition of close( ) to FName1:

 
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void close() { file.close(); }

This will work if there are only a few functions you want to bring through from the ifstream class. In that case you're only using part of the class, and composition is appropriate.

But what if you want everything in the class to come through? This is called subtyping because you're making a new type from an existing type, and you want your new type to have exactly the same interface as the existing type (plus any other member functions you want to add), so you can use it everywhere you'd use the existing type. This is where inheritance is essential. You can see that subtyping solves the problem in the preceding example perfectly:

 
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//: C14:FName2.cpp
// Subtyping solves the problem
#include "../require.h"
#include <iostream>
#include <fstream>
#include <string>
using namespace std;
 
class FName2 : public ifstream {
  string fileName;
  bool named;
public:
  FName2() : named(false) {}
  FName2(const string& fname)
    : ifstream(fname.c_str()), fileName(fname) {
    assure(*this, fileName);
    named = true;
  }
  string name() const { return fileName; }
  void name(const string& newName) {
    if(named) return; // Don't overwrite
    fileName = newName;
    named = true;
  }
};
 
int main() {
  FName2 file("FName2.cpp");
  assure(file, "FName2.cpp");
  cout << "name: " << file.name() << endl;
  string s;
  getline(file, s); // These work too!
  file.seekg(-200, ios::end);
  file.close();
} ///:~

Now any member function available for an ifstream object is available for an FName2 object. You can also see that non-member functions like getline( ) that expect an ifstream can also work with an FName2.That's because an FName2 is a type of ifstream; it doesn't simply contain one. This is a very important issue that will be explored at the end of this chapter and in the next one.

14-7-2. private inheritance

You can inherit a base class privately by leaving off the public in the base-class list, or by explicitly saying private (probably a better policy because it is clear to the user that you mean it). When you inherit privately, you're “implementing in terms of;” that is, you're creating a new class that has all of the data and functionality of the base class, but that functionality is hidden, so it's only part of the underlying implementation. The class user has no access to the underlying functionality, and an object cannot be treated as a instance of the base class (as it was in FName2.cpp).

You may wonder what the purpose of private inheritance is, because the alternative of using composition to create a private object in the new class seems more appropriate. private inheritance is included in the language for completeness, but if for no other reason than to reduce confusion, you'll usually want to use composition rather than private inheritance. However, there may occasionally be situations where you want to produce part of the same interface as the base class and disallow the treatment of the object as if it were a base-class object. private inheritance provides this ability.

Publicizing privately inherited members

When you inherit privately, all the public members of the base class become private. If you want any of them to be visible, just say their names (no arguments or return values) along with the using keyword in the public section of the derived class:

 
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//: C14:PrivateInheritance.cpp
class Pet {
public:
  char eat() const { return 'a'; }
  int speak() const { return 2; }
  float sleep() const { return 3.0; }
  float sleep(int) const { return 4.0; }
};
 
class Goldfish : Pet { // Private inheritance
public:
  using Pet::eat; // Name publicizes member
  using Pet::sleep; // Both overloaded members exposed
};
 
int main() {
  Goldfish bob;
  bob.eat();
  bob.sleep();
  bob.sleep(1);
//! bob.speak();// Error: private member function
} ///:~

Thus, private inheritance is useful if you want to hide part of the functionality of the base class.

Notice that exposing the name of an overloaded function exposes all the versions of the overloaded function in the base class.

You should think carefully before using private inheritance instead of composition; private inheritance has particular complications when combined with runtime type identification (this is the topic of a chapter in Volume 2 of this book, downloadable from www.BruceEckel.com).

14-8. protected

Now that you've been introduced to inheritance, the keyword protected finally has meaning. In an ideal world, private members would always be hard-and-fast private, but in real projects there are times when you want to make something hidden from the world at large and yet allow access for members of derived classes. The protected keyword is a nod to pragmatism; it says, “This is private as far as the class user is concerned, but available to anyone who inherits from this class.”

The best approach is to leave the data members private - you should always preserve your right to change the underlying implementation. You can then allow controlled access to inheritors of your class through protected member functions:

 
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//: C14:Protected.cpp
// The protected keyword
#include <fstream>
using namespace std;
 
class Base {
  int i;
protected:
  int read() const { return i; }
  void set(int ii) { i = ii; }
public:
  Base(int ii = 0) : i(ii) {}
  int value(int m) const { return m*i; }
};
 
class Derived : public Base {
  int j;
public:
  Derived(int jj = 0) : j(jj) {}
  void change(int x) { set(x); }
}; 
 
int main() {
  Derived d;
  d.change(10);
} ///:~

You will find examples of the need for protected in examples later in this book, and in Volume 2.

14-8-1. protected inheritance

When you're inheriting, the base class defaults to private, which means that all of the public member functions are private to the user of the new class. Normally, you'll make the inheritance public so the interface of the base class is also the interface of the derived class. However, you can also use the protected keyword during inheritance.

Protected derivation means “implemented-in-terms-of” to other classes but “is-a” for derived classes and friends. It's something you don't use very often, but it's in the language for completeness.

14-9. Operator overloading & inheritance

Except for the assignment operator, operators are automatically inherited into a derived class. This can be demonstrated by inheriting from C12:Byte.h:

 
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//: C14:OperatorInheritance.cpp
// Inheriting overloaded operators
#include "../C12/Byte.h"
#include <fstream>
using namespace std;
ofstream out("ByteTest.out");
 
class Byte2 : public Byte {
public:
  // Constructors don't inherit:
  Byte2(unsigned char bb = 0) : Byte(bb) {}  
  // operator= does not inherit, but 
  // is synthesized for memberwise assignment.
  // However, only the SameType = SameType
  // operator= is synthesized, so you have to
  // make the others explicitly:
  Byte2& operator=(const Byte& right) {
    Byte::operator=(right);
    return *this;
  }
  Byte2& operator=(int i) { 
    Byte::operator=(i);
    return *this;
  }
};
 
// Similar test function as in C12:ByteTest.cpp:
void k(Byte2& b1, Byte2& b2) {
  b1 = b1 * b2 + b2 % b1;
 
  #define TRY2(OP) \
    out << "b1 = "; b1.print(out); \
    out << ", b2 = "; b2.print(out); \
    out << ";  b1 " #OP " b2 produces "; \
    (b1 OP b2).print(out); \
    out << endl;
 
  b1 = 9; b2 = 47;
  TRY2(+) TRY2(-) TRY2(*) TRY2(/)
  TRY2(%) TRY2(^) TRY2(&) TRY2(|)
  TRY2(<<) TRY2(>>) TRY2(+=) TRY2(-=)
  TRY2(*=) TRY2(/=) TRY2(%=) TRY2(^=)
  TRY2(&=) TRY2(|=) TRY2(>>=) TRY2(<<=)
  TRY2(=) // Assignment operator
 
  // Conditionals:
  #define TRYC2(OP) \
    out << "b1 = "; b1.print(out); \
    out << ", b2 = "; b2.print(out); \
    out << ";  b1 " #OP " b2 produces "; \
    out << (b1 OP b2); \
    out << endl;
 
  b1 = 9; b2 = 47;
  TRYC2(<) TRYC2(>) TRYC2(==) TRYC2(!=) TRYC2(<=)
  TRYC2(>=) TRYC2(&&) TRYC2(||)
 
  // Chained assignment:
  Byte2 b3 = 92;
  b1 = b2 = b3;
}
 
int main() {
  out << "member functions:" << endl;
  Byte2 b1(47), b2(9);
  k(b1, b2);
} ///:~

The test code is identical to that in C12:ByteTest.cpp except that Byte2 is used instead of Byte. This way all the operators are verified to work with Byte2 via inheritance.

When you examine the class Byte2, you'll see that the constructor must be explicitly defined, and that only the operator= that assigns a Byte2 to a Byte2 is synthesized; any other assignment operators that you need you'll have to synthesize on your own.

14-10. Multiple inheritance

You can inherit from one class, so it would seem to make sense to inherit from more than one class at a time. Indeed you can, but whether it makes sense as part of a design is a subject of continuing debate. One thing is generally agreed upon: You shouldn't try this until you've been programming quite a while and understand the language thoroughly. By that time, you'll probably realize that no matter how much you think you absolutely must use multiple inheritance, you can almost always get away with single inheritance.

Initially, multiple inheritance seems simple enough: You add more classes in the base-class list during inheritance, separated by commas. However, multiple inheritance introduces a number of possibilities for ambiguity, which is why a chapter in Volume 2 is devoted to the subject.

14-11. Incremental development

One of the advantages of inheritance and composition is that these support incremental development by allowing you to introduce new code without causing bugs in existing code. If bugs do appear, they are isolated within the new code. By inheriting from (or composing with) an existing, functional class and adding data members and member functions (and redefining existing member functions during inheritance) you leave the existing code - that someone else may still be using - untouched and unbugged. If a bug happens, you know it's in your new code, which is much shorter and easier to read than if you had modified the body of existing code.

It's rather amazing how cleanly the classes are separated. You don't even need the source code for the member functions in order to reuse the code, just the header file describing the class and the object file or library file with the compiled member functions. (This is true for both inheritance and composition.)

It's important to realize that program development is an incremental process, just like human learning. You can do as much analysis as you want, but you still won't know all the answers when you set out on a project. You'll have much more success - and more immediate feedback - if you start out to “grow” your project as an organic, evolutionary creature, rather than constructing it all at once like a glass-box skyscraper(52).

Although inheritance for experimentation is a useful technique, at some point after things stabilize you need to take a new look at your class hierarchy with an eye to collapsing it into a sensible structure(53). Remember that underneath it all, inheritance is meant to express a relationship that says, “This new class is a type of that old class.” Your program should not be concerned with pushing bits around, but instead with creating and manipulating objects of various types to express a model in the terms given you from the problem space.

14-12. Upcasting

Earlier in the chapter, you saw how an object of a class derived from ifstream has all the characteristics and behaviors of an ifstream object. In FName2.cpp, any ifstream member function could be called for an FName2 object.

The most important aspect of inheritance is not that it provides member functions for the new class, however. It's the relationship expressed between the new class and the base class. This relationship can be summarized by saying, “The new class is a type of the existing class.”

This description is not just a fanciful way of explaining inheritance - it's supported directly by the compiler. As an example, consider a base class called Instrument that represents musical instruments and a derived class called Wind. Because inheritance means that all the functions in the base class are also available in the derived class, any message you can send to the base class can also be sent to the derived class. So if the Instrument class has a play( ) member function, so will Wind instruments. This means we can accurately say that a Wind object is also a type of Instrument. The following example shows how the compiler supports this notion:

 
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//: C14:Instrument.cpp
// Inheritance & upcasting
enum note { middleC, Csharp, Cflat }; // Etc.
 
class Instrument {
public:
  void play(note) const {}
};
 
// Wind objects are Instruments
// because they have the same interface:
class Wind : public Instrument {};
 
void tune(Instrument& i) {
  // ...
  i.play(middleC);
}
 
int main() {
  Wind flute;
  tune(flute); // Upcasting
} ///:~

What's interesting in this example is the tune( ) function, which accepts an Instrument reference. However, in main( ) the tune( ) function is called by handing it a reference to a Wind object. Given that C++ is very particular about type checking, it seems strange that a function that accepts one type will readily accept another type, until you realize that a Wind object is also an Instrument object, and there's no function that tune( ) could call for an Instrument that isn't also in Wind (this is what inheritance guarantees). Inside tune( ), the code works for Instrument and anything derived from Instrument, and the act of converting a Wind reference or pointer into an Instrument reference or pointer is called upcasting.

14-12-1. Why “upcasting?”

The reason for the term is historical and is based on the way class inheritance diagrams have traditionally been drawn: with the root at the top of the page, growing downward. (Of course, you can draw your diagrams any way you find helpful.) The inheritance diagram for Instrument.cpp is then:

Image non disponible

Casting from derived to base moves up on the inheritance diagram, so it's commonly referred to as upcasting. Upcasting is always safe because you're going from a more specific type to a more general type - the only thing that can occur to the class interface is that it can lose member functions, not gain them. This is why the compiler allows upcasting without any explicit casts or other special notation.

14-12-2. Upcasting and the copy-constructor

If you allow the compiler to synthesize a copy-constructor for a derived class, it will automatically call the base-class copy-constructor, and then the copy-constructors for all the member objects (or perform a bitcopy on built-in types) so you'll get the right behavior:

 
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//: C14:CopyConstructor.cpp
// Correctly creating the copy-constructor
#include <iostream>
using namespace std;
 
class Parent {
  int i;
public:
  Parent(int ii) : i(ii) {
    cout << "Parent(int ii)\n";
  }
  Parent(const Parent& b) : i(b.i) {
    cout << "Parent(const Parent&)\n";
  }
  Parent() : i(0) { cout << "Parent()\n"; }
  friend ostream&
    operator<<(ostream& os, const Parent& b) {
    return os << "Parent: " << b.i << endl;
  }
};
 
class Member {
  int i;
public:
  Member(int ii) : i(ii) {
    cout << "Member(int ii)\n";
  }
  Member(const Member& m) : i(m.i) {
    cout << "Member(const Member&)\n";
  }
  friend ostream&
    operator<<(ostream& os, const Member& m) {
    return os << "Member: " << m.i << endl;
  }
};
 
class Child : public Parent {
  int i;
  Member m;
public:
  Child(int ii) : Parent(ii), i(ii), m(ii) {
    cout << "Child(int ii)\n";
  }
  friend ostream&
    operator<<(ostream& os, const Child& c){
    return os << (Parent&)c << c.m
              << "Child: " << c.i << endl;
  }
};
 
int main() {
  Child c(2);
  cout << "calling copy-constructor: " << endl;
  Child c2 = c; // Calls copy-constructor
  cout << "values in c2:\n" << c2;
} ///:~

The operator<< for Child is interesting because of the way that it calls the operator<< for the Parent part within it: by casting the Child object to a Parent& (if you cast to a base-class object instead of a reference you will usually get undesirable results):

 
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return os << (Parent&)c << c.m

Since the compiler then sees it as a Parent, it calls the Parent version of operator<<.

You can see that Child has no explicitly-defined copy-constructor. The compiler then synthesizes the copy-constructor (since that is one of the four functions it will synthesize, along with the default constructor - if you don't create any constructors - the operator= and the destructor) by calling the Parent copy-constructor and the Member copy-constructor. This is shown in the output

 
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Parent(int ii)
Member(int ii)
Child(int ii)
calling copy-constructor:
Parent(const Parent&)
Member(const Member&)
values in c2:
Parent: 2
Member: 2
Child: 2

However, if you try to write your own copy-constructor for Child and you make an innocent mistake and do it badly:

 
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Child(const Child& c) : i(c.i), m(c.m) {}

then the default constructor will automatically be called for the base-class part of Child, since that's what the compiler falls back on when it has no other choice of constructor to call (remember that some constructor must always be called for every object, regardless of whether it's a subobject of another class). The output will then be:

 
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Parent(int ii)
Member(int ii)
Child(int ii)
calling copy-constructor:
Parent()
Member(const Member&)
values in c2:
Parent: 0
Member: 2
Child: 2

This is probably not what you expect, since generally you'll want the base-class portion to be copied from the existing object to the new object as part of copy-construction.

To repair the problem you must remember to properly call the base-class copy-constructor (as the compiler does) whenever you write your own copy-constructor. This can seem a little strange-looking at first but it's another example of upcasting:

 
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  Child(const Child& c)
    : Parent(c), i(c.i), m(c.m) {
    cout << "Child(Child&)\n";
 }

The strange part is where the Parent copy-constructor is called: Parent(c). What does it mean to pass a Child object to a Parent constructor? But Child is inherited from Parent, so a Child reference is a Parent reference. The base-class copy-constructor call upcasts a reference to Child to a reference to Parent and uses it to perform the copy-construction. When you write your own copy constructors you'll almost always want to do the same thing.

14-12-3. Composition vs. inheritance (revisited)

One of the clearest ways to determine whether you should be using composition or inheritance is by asking whether you'll ever need to upcast from your new class. Earlier in this chapter, the Stack class was specialized using inheritance. However, chances are the StringStack objects will be used only as string containers and never upcast, so a more appropriate alternative is composition:

 
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//: C14:InheritStack2.cpp
// Composition vs. inheritance
#include "../C09/Stack4.h"
#include "../require.h"
#include <iostream>
#include <fstream>
#include <string>
using namespace std;
 
class StringStack {
  Stack stack; // Embed instead of inherit
public:
  void push(string* str) {
    stack.push(str);
  }
  string* peek() const {
    return (string*)stack.peek();
  }
  string* pop() {
    return (string*)stack.pop();
  }
};
 
int main() {
  ifstream in("InheritStack2.cpp");
  assure(in, "InheritStack2.cpp");
  string line;
  StringStack textlines;
  while(getline(in, line))
    textlines.push(new string(line));
  string* s;
  while((s = textlines.pop()) != 0) // No cast!
    cout << *s << endl;
} ///:~

The file is identical to InheritStack.cpp, except that a Stack object is embedded in StringStack, and member functions are called for the embedded object. There's still no time or space overhead because the subobject takes up the same amount of space, and all the additional type checking happens at compile time.

Although it tends to be more confusing, you could also use private inheritance to express “implemented in terms of.” This would also solve the problem adequately. One place it becomes important, however, is when multiple inheritance might be warranted. In that case, if you see a design in which composition can be used instead of inheritance, you may be able to eliminate the need for multiple inheritance.

14-12-4. Pointer & reference upcasting

In Instrument.cpp, the upcasting occurs during the function call - a Wind object outside the function has its reference taken and becomes an Instrument reference inside the function. Upcasting can also occur during a simple assignment to a pointer or reference:

 
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Wind w;
Instrument* ip = &w; // Upcast
Instrument& ir = w; // Upcast

Like the function call, neither of these cases requires an explicit cast.

14-12-5. A crisis

Of course, any upcast loses type information about an object. If you say

 
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Wind w;
Instrument* ip = &w;

the compiler can deal with iponly as an Instrument pointer and nothing else. That is, it cannot know that ip actually happens to point to a Wind object. So when you call the play( ) member function by saying

 
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ip->play(middleC);

the compiler can know only that it's calling play( ) for an Instrument pointer, and call the base-class version of Instrument::play( ) instead of what it should do, which is call Wind::play( ). Thus, you won't get the correct behavior.

This is a significant problem; it is solved in Chapter 15 by introducing the third cornerstone of object-oriented programming: polymorphism (implemented in C++ with virtual functions).

14-13. Summary

Both inheritance and composition allow you to create a new type from existing types, and both embed subobjects of the existing types inside the new type. Typically, however, you use composition to reuse existing types as part of the underlying implementation of the new type and inheritance when you want to force the new type to be the same type as the base class (type equivalence guarantees interface equivalence). Since the derived class has the base-class interface, it can be upcast to the base, which is critical for polymorphism as you'll see in Chapter 15.

Although code reuse through composition and inheritance is very helpful for rapid project development, you'll generally want to redesign your class hierarchy before allowing other programmers to become dependent on it. Your goal is a hierarchy in which each class has a specific use and is neither too big (encompassing so much functionality that it's unwieldy to reuse) nor annoyingly small (you can't use it by itself or without adding functionality).

14-14. Exercises

Solutions to selected exercises can be found in the electronic document The Thinking in C++ Annotated Solution Guide, available for a small fee from www.BruceEckel.com.

  1. Modify Car.cpp so that it also inherits from a class called Vehicle, placing appropriate member functions in Vehicle (that is, make up some member functions). Add a nondefault constructor to Vehicle, which you must call inside Car's constructor.
  2. Create two classes, A and B, with default constructors that announce themselves. Inherit a new class called C from A, and create a member object of B in C, but do not create a constructor for C. Create an object of class C and observe the results.
  3. Create a three-level hierarchy of classes with default constructors, along with destructors, both of which announce themselves to cout.Verify that for an object of the most derived type, all three constructors and destructors are automatically called. Explain the order in which the calls are made.
  4. Modify Combined.cpp to add another level of inheritance and a new member object. Add code to show when the constructors and destructors are being called.
  5. In Combined.cpp, create a class D that inherits from B and has a member object of class C. Add code to show when the constructors and destructors are being called.
  6. Modify Order.cpp to add another level of inheritance Derived3 with member objects of class Member4 and Member5. Trace the output of the program.
  7. In NameHiding.cpp, verify that in Derived2, Derived3, and Derived4, none of the base-class versions of f( ) are available.
  8. Modify NameHiding.cpp by adding three overloaded functions named h( ) to Base, and show that redefining one of them in a derived class hides the others.
  9. Inherit a class StringVector from vector<void*> and redefine the push_back( ) and operator[] member functions to accept and produce string*. What happens if you try to push_back( ) a void*?
  10. Write a class containing a long and use the psuedo-constructor call syntax in the constructor to initialize the long.
  11. Create a class called Asteroid.Use inheritance to specialize the PStash class in Chapter 13 (PStash.h & PStash.cpp) so that it accepts and returns Asteroid pointers. Also modify PStashTest.cpp to test your classes. Change the class so PStash is a member object.
  12. Repeat Exercise 11 with a vector instead of a PStash.
  13. In SynthesizedFunctions.cpp, modify Chess to give it a default constructor, copy-constructor, and assignment operator. Demonstrate that you've written these correctly.
  14. Create two classes called Traveler and Pager without default constructors, but with constructors that take an argument of type string, which they simply copy to an internal string variable. For each class, write the correct copy-constructor and assignment operator. Now inherit a class BusinessTraveler from Traveler and give it a member object of type Pager. Write the correct default constructor, a constructor that takes a string argument, a copy-constructor, and an assignment operator.
  15. Create a class with two static member functions. Inherit from this class and redefine one of the member functions. Show that the other is hidden in the derived class.
  16. Look up more of the member functions for ifstream. In FName2.cpp, try them out on the file object.
  17. Use private and protected inheritance to create two new classes from a base class. Then attempt to upcast objects of the derived class to the base class. Explain what happens.
  18. In Protected.cpp, add a member function in Derived that calls the protected Base member read( ).
  19. Change Protected.cpp so that Derived is using protected inheritance. See if you can call value( ) for a Derived object.
  20. Create a class called SpaceShip with a fly( ) method. Inherit Shuttle from SpaceShip and add a land( ) method. Create a new Shuttle, upcast by pointer or reference to a SpaceShip, and try to call the land( ) method. Explain the results.
  21. Modify Instrument.cpp to add a prepare( ) method to Instrument. Call prepare( ) inside tune( ).
  22. Modify Instrument.cpp so that play( ) prints a message to cout, and Wind redefines play( ) to print a different message to cout. Run the program and explain why you probably wouldn't want this behavior. Now put the virtual keyword (which you will learn about in Chapter 15) in front of the play( ) declaration in Instrument and observe the change in the behavior.
  23. In CopyConstructor.cpp, inherit a new class from Child and give it a Member m. Write a proper constructor, copy-constructor, operator=, and operator<< for ostreams, and test the class in main( ).
  24. Take the example CopyConstructor.cpp and modify it by adding your own copy-constructor to Child without calling the base-class copy-constructor and see what happens. Fix the problem by making a proper explicit call to the base-class copy constructor in the constructor-initializer list of the Child copy-constructor.
  25. Modify InheritStack2.cpp to use a vector<string> instead of a Stack.
  26. Create a class Rock with a default constructor, a copy-constructor, an assignment operator, and a destructor, all of which announce to cout that they've been called. In main( ),create a vector<Rock> (that is, hold Rock objects by value) and add some Rocks. Run the program and explain the output you get. Note whether the destructors are called for the Rock objects in the vector. Now repeat the exercise with a vector<Rock*>. Is it possible to create a vector<Rock&>?
  27. This exercise creates the design pattern called proxy. Start with a base class Subject and give it three functions: f( ), g( ), and h( ). Now inherit a class Proxy and two classes Implementation1 and Implementation2 from Subject. Proxy should contain a pointer to a Subject, and all the member functions for Proxy should just turn around and make the same calls through the Subject pointer. The Proxy constructor takes a pointer to a Subject that is installed in the Proxy (usually by the constructor). In main( ), create two different Proxy objects that use the two different implementations. Now modify Proxy so that you can dynamically change implementations.
  28. Modify ArrayOperatorNew.cpp from Chapter 13 to show that, if you inherit from Widget, the allocation still works correctly. Explain why inheritance in Framis.cpp from Chapter 13 would not work correctly.
  29. Modify Framis.cpp from Chapter 13 by inheriting from Framis and creating new versions of new and delete for your derived class. Demonstrate that they work correctly.

précédentsommairesuivant
In Java, the compiler won't let you decrease the access of a member during inheritance.
To learn more about this idea, see Extreme Programming Explained, by Kent Beck (Addison-Wesley 2000).
See Refactoring: Improving the Design of Existing Code by Martin Fowler (Addison-Wesley 1999).

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