Encapsulate a function with another function that has the same set of parameters - function

I have a function that has a lot of parameters. (4-7 parameters)
For simplicity, this is an example:-
class B{
friend class C;
int f(int param1,float param2, structA a, structB b){
//... some code ...
}
//.... other functions ....
};
Sometimes, I want to encapsulate it under another (more-public) function that has the same signature:-
class C{
B* b;
public: int g(int param1,float param2, structA a, structB b){
return b->f(param1,param2,a,b);
}
//.... other functions ....
};
In my opinion, the above code is :-
tedious
causes a bit of maintainability problem
human error-prone
Is there any C++ technique / magic / design-pattern to assist it?
In the real case, it happens mostly in edge-cases that composition is just a little more suitable than inheritance.
I feel that <...> might solve my problem, but it requires template from which I want to avoid.

but it requires template from which I want to avoid.
That's, in my opinion, the wrong mindset to have. You should avoid templates if you have a very good reason to do so, otherwise you should embrace them - they are a core feature of the C++ language.
With a variadic template, you can create a perfect-forwarding wrapper as follows:
class C{
B* b;
public:
template <typename... Ts>
int g(Ts&&... xs){
return b->f(std::forward<Ts>(xs)...);
}
};
The above g function template will accept any number of arguments and call b->f by perfectly-forwarding them.
(Using std::forward allows your wrapper to properly retain the value category of the passed expressions when invoking the wrapper. In short, this means that no unnecessary copies/moves will be made and that references will be correctly passed as such.)

In a public header:
using f_sig = int(int param1,float param2, structA a, structB b);
class hidden;
class famous {
hidden* pImpl
public:
f_sig g;
};
In your .cpp:
class hidden {
friend class famous;
f_sig f;
};
Now, you cannot use this pattern to define what f or g does, but this does declair their signatures. And if your definition doesn't match the declaration you get an error.
int hidden::f(int param1,float param2, structA a, structB b) {
std::cout << "f!";
}
int famous::g(int param1,float param2, structA a, structB b) {
return pImpl->f(param1, param2, a, b);
}
type the signatures wrong above, and you'll get a compile-time error.

Related

How to provide cpp class destructor member information in cython [duplicate]

I'm using the pimpl-idiom with std::unique_ptr:
class window {
window(const rectangle& rect);
private:
class window_impl; // defined elsewhere
std::unique_ptr<window_impl> impl_; // won't compile
};
However, I get a compile error regarding the use of an incomplete type, on line 304 in <memory>:
Invalid application of 'sizeof' to an incomplete type 'uixx::window::window_impl'
For as far as I know, std::unique_ptr should be able to be used with an incomplete type. Is this a bug in libc++ or am I doing something wrong here?
Here are some examples of std::unique_ptr with incomplete types. The problem lies in destruction.
If you use pimpl with unique_ptr, you need to declare a destructor:
class foo
{
class impl;
std::unique_ptr<impl> impl_;
public:
foo(); // You may need a def. constructor to be defined elsewhere
~foo(); // Implement (with {}, or with = default;) where impl is complete
};
because otherwise the compiler generates a default one, and it needs a complete declaration of foo::impl for this.
If you have template constructors, then you're screwed, even if you don't construct the impl_ member:
template <typename T>
foo::foo(T bar)
{
// Here the compiler needs to know how to
// destroy impl_ in case an exception is
// thrown !
}
At namespace scope, using unique_ptr will not work either:
class impl;
std::unique_ptr<impl> impl_;
since the compiler must know here how to destroy this static duration object. A workaround is:
class impl;
struct ptr_impl : std::unique_ptr<impl>
{
~ptr_impl(); // Implement (empty body) elsewhere
} impl_;
As Alexandre C. mentioned, the problem comes down to window's destructor being implicitly defined in places where the type of window_impl is still incomplete. In addition to his solutions, another workaround that I've used is to declare a Deleter functor in the header:
// Foo.h
class FooImpl;
struct FooImplDeleter
{
void operator()(FooImpl *p);
};
class Foo
{
...
private:
std::unique_ptr<FooImpl, FooImplDeleter> impl_;
};
// Foo.cpp
...
void FooImplDeleter::operator()(FooImpl *p)
{
delete p;
}
Note that using a custom Deleter function precludes the use of std::make_unique (available from C++14), as already discussed here.
use a custom deleter
The problem is that unique_ptr<T> must call the destructor T::~T() in its own destructor, its move assignment operator, and unique_ptr::reset() member function (only). However, these must be called (implicitly or explicitly) in several PIMPL situations (already in the outer class's destructor and move assignment operator).
As already pointed out in another answer, one way to avoid that is to move all operations that require unique_ptr::~unique_ptr(), unique_ptr::operator=(unique_ptr&&), and unique_ptr::reset() into the source file where the pimpl helper class is actually defined.
However, this is rather inconvenient and defies the very point of the pimpl idoim to some degree. A much cleaner solution that avoids all that is to use a custom deleter and only move its definition into the source file where the pimple helper class lives. Here is a simple example:
// file.h
class foo
{
struct pimpl;
struct pimpl_deleter { void operator()(pimpl*) const; };
std::unique_ptr<pimpl,pimpl_deleter> m_pimpl;
public:
foo(some data);
foo(foo&&) = default; // no need to define this in file.cc
foo&operator=(foo&&) = default; // no need to define this in file.cc
//foo::~foo() auto-generated: no need to define this in file.cc
};
// file.cc
struct foo::pimpl
{
// lots of complicated code
};
void foo::pimpl_deleter::operator()(foo::pimpl*ptr) const { delete ptr; }
Instead of a separate deleter class, you can also use a free function or static member of foo:
class foo {
struct pimpl;
static void delete_pimpl(pimpl*);
using deleter = void(&)(pimpl*);
std::unique_ptr<pimpl,deleter> m_pimpl;
public:
foo(some data);
};
Probably you have some function bodies within .h file within class that uses incomplete type.
Make sure that within your .h for class window you have only function declaration. All function bodies for window must be in .cpp file. And for window_impl as well...
Btw, you have to explicitly add destructor declaration for windows class in your .h file.
But you CANNOT put empty dtor body in you header file:
class window {
virtual ~window() {};
}
Must be just a declaration:
class window {
virtual ~window();
}
To add to the other's replies about the custom deleter, in our internal "utilities library" I added a helper header to implement this common pattern (std::unique_ptr of an incomplete type, known only to some of the TU to e.g. avoid long compile times or to provide just an opaque handle to clients).
It provides the common scaffolding for this pattern: a custom deleter class that invokes an externally-defined deleter function, a type alias for a unique_ptr with this deleter class, and a macro to declare the deleter function in a TU that has a complete definition of the type. I think that this has some general usefulness, so here it is:
#ifndef CZU_UNIQUE_OPAQUE_HPP
#define CZU_UNIQUE_OPAQUE_HPP
#include <memory>
/**
Helper to define a `std::unique_ptr` that works just with a forward
declaration
The "regular" `std::unique_ptr<T>` requires the full definition of `T` to be
available, as it has to emit calls to `delete` in every TU that may use it.
A workaround to this problem is to have a `std::unique_ptr` with a custom
deleter, which is defined in a TU that knows the full definition of `T`.
This header standardizes and generalizes this trick. The usage is quite
simple:
- everywhere you would have used `std::unique_ptr<T>`, use
`czu::unique_opaque<T>`; it will work just fine with `T` being a forward
declaration;
- in a TU that knows the full definition of `T`, at top level invoke the
macro `CZU_DEFINE_OPAQUE_DELETER`; it will define the custom deleter used
by `czu::unique_opaque<T>`
*/
namespace czu {
template<typename T>
struct opaque_deleter {
void operator()(T *it) {
void opaque_deleter_hook(T *);
opaque_deleter_hook(it);
}
};
template<typename T>
using unique_opaque = std::unique_ptr<T, opaque_deleter<T>>;
}
/// Call at top level in a C++ file to enable type %T to be used in an %unique_opaque<T>
#define CZU_DEFINE_OPAQUE_DELETER(T) namespace czu { void opaque_deleter_hook(T *it) { delete it; } }
#endif
May be not a best solution, but sometimes you may use shared_ptr instead.
If course it's a bit an overkill, but... as for unique_ptr, I'll perhaps wait 10 years more until C++ standard makers will decide to use lambda as a deleter.
Another side.
Per your code it may happen, that on destruction stage window_impl will be incomplete. This could be a reason of undefined behaviour.
See this:
Why, really, deleting an incomplete type is undefined behaviour?
So, if possible I would define a very base object to all your objects, with virtual destructor. And you're almost good. You just should keep in mind that system will call virtual destructor for your pointer, so you should define it for every ancestor. You should also define base class in inheritance section as a virtual (see this for details).
Using extern template
The issue with using std::unique_ptr<T> where T is an incomplete type is that unique_ptr needs to be able to delete an instance of T for various operations. The class unique_ptr uses std::default_delete<T> to delete the instance. Hence, in an ideal world, we would just write
extern template class std::default_delete<T>;
to prevent std::default_delete<T> from being instantiated. Then, declaring
template class std::default_delete<T>;
at a place where T is complete, would instantiate the template.
The issue here is that default_delete actually defines inline methods that will not be instantiated. So, this idea does not work. We can, however, work around this problem.
First, let us define a deleter that does not inline the call operator.
/* --- opaque_ptr.hpp ------------------------------------------------------- */
#ifndef OPAQUE_PTR_HPP_
#define OPAQUE_PTR_HPP_
#include <memory>
template <typename T>
class opaque_delete {
public:
void operator() (T* ptr);
};
// Do not move this method into opaque_delete, or it will be inlined!
template <typename T>
void opaque_delete<T>::operator() (T* ptr) {
std::default_delete<T>()(ptr);
}
Furthermore, for ease of use, define a type opaque_ptr which combines unique_ptr with opaque_delete, and analogously to std::make_unique, we define make_opaque.
/* --- opaque_ptr.hpp cont. ------------------------------------------------- */
template <typename T>
using opaque_ptr = std::unique_ptr<T, opaque_delete<T>>;
template<typename T, typename... Args>
inline opaque_ptr<T> make_opaque(Args&&... args)
{
return opaque_ptr<T>(new T(std::forward<Args>(args)...));
}
#endif
The type opaque_delete can now be used with the extern template construction. Here is an example.
/* --- foo.hpp -------------------------------------------------------------- */
#ifndef FOO_HPP_
#define FOO_HPP_
#include "opaque_ptr.hpp"
class Foo {
public:
Foo(int n);
void print();
private:
struct Impl;
opaque_ptr<Impl> m_ptr;
};
// Do not instantiate opaque_delete.
extern template class opaque_delete<Foo::Impl>;
#endif
Since we prevent opaque_delete from being instantiated this code compiles without errors. To make the linker happy, we instantiate opaque_delete in our foo.cpp.
/* --- foo.cpp -------------------------------------------------------------- */
#include "foo.hpp"
#include <iostream>
struct Foo::Impl {
int n;
};
// Force instantiation of opaque_delete.
template class opaque_delete<Foo::Impl>;
The remaining methods could be implemented as follows.
/* --- foo.cpp cont. -------------------------------------------------------- */
Foo::Foo(int n)
: m_ptr(new Impl)
{
m_ptr->n = n;
}
void Foo::print() {
std::cout << "n = " << m_ptr->n << std::endl;
}
The advantage of this solution is that, once opaque_delete is defined, the required boilerplate code is rather small.

How can set different function signature to the same function pointer?

How can I set a function pointer depending on some condition to functions with different signature?
Example:
short int A()
{
return 0;
}
long int B()
{
return 0;
}
void main()
{
std::function<short int()> f = A;
f();
if(true)
{
//error
f = B;
}
}
How can use the same function pointer for two functions with different signature?
Is it possible?
If is not, there is an efficient way to call the appropriate function depending on behavior instead of use a variable and split the whole code with if statements?
EDIT / EXPANSION ("2nd case")
#include <SDL.h>
class Obj { //whatever ...}
class A
{
private:
Uint16 ret16() { return SDL_ReadLE16(_pFile); }
Uint32 ret32() { return SDL_ReadLE32(_pFile); }
_pFile = nullptr;
public:
Obj* func()
{
Obj obj = new Obj();
_pFile = SDL_RWFromFile("filename.bin","r"));
auto ret = std::mem_fn(&SHPfile::ret16);
if(true)
{
ret = std::mem_fn(&SHPfile::ret32);
}
//ret();
// continue whatever
// ....
SDL_RWclose(_pFile);
return *obj;
}
}
I have a compilation error on a similar case using the Uint16 and Uint32 variable of SDL 2 library, using std::mem_fn
the compiler give me this error (relative to my code, but it's implemented in a way like the above example):
error: no match for ‘operator=’ (operand types are ‘std::_Mem_fn<short unsigned int (IO::File::*)()>’ and ‘std::_Mem_fn<unsigned int (IO::File::*)()>’)
To resolve this compilation error, I forced both the function to return a int type.
Is there a better way?
Or I did something wrong?
The comments already say that clang accepts the code as is, and I can now say that GCC 4.8.4 and GCC 4.9.2 both accept it as well, after fixing void main() to say int main().
This use of std::function is perfectly valid. The C++11 standard says:
20.8.11.2 Class template function [func.wrap.func]
function& operator=(const function&);
function& operator=(function&&);
function& operator=(nullptr_t);
There is no template assignment operator here, so assignment of B could only construct a new temporary function<short int()> object, and move-assign from that. To determine whether the construction of that temporary is possible:
20.8.11.2.1 function construct/copy/destroy [func.wrap.func.con]
template<class F> function(F f);
template <class F, class A> function(allocator_arg_t, const A& a, F f);
7 Requires: F shall be CopyConstructible. f shall be Callable (20.8.11.2) for argument types ArgTypes and return type R. The copy constructor and destructor of A shall not throw exceptions.
20.8.11.2 Class template function [func.wrap.func]
2 A callable object f of type F is Callable for argument types ArgTypes and return type R if the expression INVOKE(f, declval<ArgTypes>()..., R), considered as an unevaluated operand (Clause 5), is well formed (20.8.2).
20.8.2 Requirements [func.require]
2 Define INVOKE(f, t1, t2, ..., tN, R) as INVOKE(f, t1, t2, ..., tN) implicitly converted to R.
1 Define INVOKE(f, t1, t2, ..., tN) as follows:
... (all related to pointer-to-member types)
f(t1, t2, ..., tN) in all other cases.
In short, this means that std::function<short int()> can be used with any function that can be called with no arguments, and which has a return type that can be implicitly converted to short. long clearly can be implicitly converted to short, so there is no problem whatsoever.
If your compiler's library doesn't accept it, and you cannot upgrade to a more recent version, one alternative is to try boost::function instead.
Aaron McDaid points out lambdas as another alternative: if your library's std::function is lacking, you can write
std::function<short int()> f = A;
f = []() -> short int { return B(); };
but if you take this route, you can take it a step further and avoid std::function altogether:
short int (*f)() = A;
f = []() -> short int { return B(); };
This works because lambas that don't capture anything are implicitly convertible to a pointer-to-function type that matches the lambda's arguments and return type. Effectively, it's short for writing
short int B_wrapper() { return B(); }
...
f = B_wrapper;
Note: the conversion from long to short may lose data. If you want to avoid that, you can use std::function<long int()> or long int (*)() instead.
No, you can't do that in a statically typed language unless your types all have a common super type, and C++ doesn't have that for primitives. You would need to box them into an object, then have the function return the object.
However, if you did that, you may as well just keep an object pointer around and use that instead of a function pointer, especially since it's going to make it easier to actually do something useful with the result without doing casts all over the place.
For example, in a calculator I wrote in Java, I wanted to work with BigInteger fractions as much as possible to preserve precision, but fallback to doubles for operations that returned irrational numbers. I created a Result interface, with BigFractionResult and DoubleResult implementations. The UI code would call things like Result sum = firstOperand.add(otherOperand) and didn't have to care which implementation of add it was using.
The cleanest option that comes to mind is templates:
#include <iostream>
using namespace std;
template <typename T>
T foo() {
return 0;
}
int main() {
long a = foo<long>();
cout << sizeof a << " bytes with value " << a << endl;
int b = foo<int>();
cout << sizeof b << " bytes with value " << b << endl;
short c = foo<short>();
cout << sizeof c << " bytes with value " << c << endl;
return 0;
}
In ideone.com this outputs:
4 bytes with value 0
4 bytes with value 0
2 bytes with value 0
Hopefully this is what you needed.
If for some reason you really need to pass an actual function around, I would recommend looking into std::function and trying to write some template code using that.

Immutability in D constructors

My previous question discussed making a copy constructor like so:
struct Foo {
int i;
this(int j) { i = j; }
this(Foo rhs) { this = rhs; }
}
void main()
{
auto f = Foo(5);
auto g = new Foo(f);
}
But, if I make i immutable, the constructor fails to compile with
Error: cannot modify struct this Foo with immutable members
Why is this the case? I was under the impression that immutable members of a class or struct do not become immutable until the end of the constructor is reached.
Okay. In general, I'd advise against having structs with immutable members. There are just too many places where it's useful to be able to assign to one. What you typically want to do with a struct is make it so that it can be mutable, const, or immutable as a whole. And for the most part, that just works. e.g.
struct Foo
{
int i;
this(int j) { i = j; }
this(Foo rhs) { this = rhs; }
}
void main()
{
immutable f = Foo(5);
}
compiles just fine. The one area that generally causes trouble with that is when you have to have a postblit constructor, because those don't currently work with const or immutable structs (it's something that sorely needs to be fixed, but it's still an open problem due to how the type system works - it may result in us having to add copy constructors to the language, or we may figure out how to do it, but for now, it doesn't work, and it can be annoying). But that only affects you if you need a postblit constructor, which most structs don't need (the problem will be fixed eventually though, because it really needs to be; it's just a question of how and when).
However, to answer your question more generally, let's look at a class. For instance, this code won't compile, because the constructor is not immutable, and the compiler can't convert an immutable class object to a mutable one (it can do that with structs, because it makes a copy, but with a class, it's just copying the reference, not the object, so it doesn't work):
class Foo
{
int i;
this(int j) { i = j; }
}
void main()
{
auto f = new immutable Foo(5);
}
Instead of that compiling, you get this lovely error message:
q.d(10): Error: mutable method q.Foo.this is not callable using a immutable object
q.d(10): Error: no constructor for Foo
There are three ways to solve this. The first is to make the constructor immutable
class Foo
{
int i;
this(int j) immutable { i = j; }
}
and that works, but it makes it so that you can only construct Foos which are immutable, which usually isn't what you want (though it sometimes is). So, the second way to solve the problem would be to take the first solution a step further and overload the constructor. e.g.
class Foo
{
int i;
this(int j) { i = j; }
this(int j) immutable { i = j; }
}
However, that requires code duplication, which isn't a lot here, but it could be a lot for other types. So, what is generally the best solution is to make the constructor pure.
class Foo
{
int i;
this(int j) pure { i = j; }
}
This works, because the compiler then knows that nothing has escaped the constructor (since pure guarantees that nothing escapes by being assigned to a global or static variable, and the constructor's parameters don't allow anything to escape either), and because it knows that no references to Foo or its members can escape the constructor, it knows that there are no other references to this Foo and that it therefore can safely convert it to mutable, const, or immutable without violating the type system. Of course, that only works if you can make the constructor pure and nothing can escape via the constructor's arguments, but that's usually the case, and when it isn't, you can always just overload the constructor on mutability, much as that's less desirable.
The same techniques can be used on structs if you really want const or immutable members, but again, I'd advise against it. It's just going to cause you more trouble than it's worth, especially when it's usually trivial to just make the whole struct const or immutable when declaring a variable.
Making members of structs immutable stops assigning to the struct which in turn causes quite a few issues, you may which to rethink that.
Otherwise assign the members directly instead of relying on the assignment operator:
struct Foo {
immutable int i;
this(int j) { i = j; }
this(in Foo rhs) { this.i = rhs.i; }
}

What Does "Overloaded"/"Overload"/"Overloading" Mean?

What does "Overloaded"/"Overload" mean in regards to programming?
It means that you are providing a function (method or operator) with the same name, but with a different signature.
For example:
void doSomething();
int doSomething(string x);
int doSomething(int a, int b, int c);
Basic Concept
Overloading, or "method overloading" is the name of the concept of having more than one methods with the same name but with different parameters.
For e.g. System.DateTime class in c# have more than one ToString method. The standard ToString uses the default culture of the system to convert the datetime to string:
new DateTime(2008, 11, 14).ToString(); // returns "14/11/2008" in America
while another overload of the same method allows the user to customize the format:
new DateTime(2008, 11, 14).ToString("dd MMM yyyy"); // returns "11 Nov 2008"
Sometimes parameter name may be the same but the parameter types may differ:
Convert.ToInt32(123m);
converts a decimal to int while
Convert.ToInt32("123");
converts a string to int.
Overload Resolution
For finding the best overload to call, compiler performs an operation named "overload resolution". For the first example, compiler can find the best method simply by matching the argument count. For the second example, compiler automatically calls the decimal version of replace method if you pass a decimal parameter and calls string version if you pass a string parameter. From the list of possible outputs, if compiler cannot find a suitable one to call, you will get a compiler error like "The best overload does not match the parameters...".
You can find lots of information on how different compilers perform overload resolution.
A function is overloaded when it has more than one signature. This means that you can call it with different argument types. For instance, you may have a function for printing a variable on screen, and you can define it for different argument types:
void print(int i);
void print(char i);
void print(UserDefinedType t);
In this case, the function print() would have three overloads.
It means having different versions of the same function which take different types of parameters. Such a function is "overloaded". For example, take the following function:
void Print(std::string str) {
std::cout << str << endl;
}
You can use this function to print a string to the screen. However, this function cannot be used when you want to print an integer, you can then make a second version of the function, like this:
void Print(int i) {
std::cout << i << endl;
}
Now the function is overloaded, and which version of the function will be called depends on the parameters you give it.
Others have answered what an overload is. When you are starting out it gets confused with override/overriding.
As opposed to overloading, overriding is defining a method with the same signature in the subclass (or child class), which overrides the parent classes implementation. Some language require explicit directive, such as virtual member function in C++ or override in Delphi and C#.
using System;
public class DrawingObject
{
public virtual void Draw()
{
Console.WriteLine("I'm just a generic drawing object.");
}
}
public class Line : DrawingObject
{
public override void Draw()
{
Console.WriteLine("I'm a Line.");
}
}
An overloaded method is one with several options for the number and type of parameters. For instance:
foo(foo)
foo(foo, bar)
both would do relatively the same thing but one has a second parameter for more options
Also you can have the same method take different types
int Convert(int i)
int Convert(double i)
int Convert(float i)
Just like in common usage, it refers to something (in this case, a method name), doing more than one job.
Overloading is the poor man's version of multimethods from CLOS and other languages. It's the confusing one.
Overriding is the usual OO one. It goes with inheritance, we call it redefinition too (e.g. in https://stackoverflow.com/users/3827/eed3si9n's answer Line provides a specialized definition of Draw().

What are some other languages that support "partial specialization"?

Partial template specialization is one of the most important concepts for generic programming in C++. For example: to implement a generic swap function:
template <typename T>
void swap(T &x, T &y) {
const T tmp = x;
y = x;
x = tmp;
}
To specialize it for a vector to support O(1) swap:
template <typename T, class Alloc>
void swap(vector<T, Alloc> &x, vector<T, Alloc> &y) { x.swap(y); }
So you can always get optimal performance when you call swap(x, y) in a generic function;
Much appreciated, if you can post the equivalent (or the canonical example of partial specialization of the language if the language doesn't support the swap concept) in alternative languages.
EDIT: so it looks like many people who answered/commented really don't known what partial specialization is, and that the generic swap example seems to get in the way of understanding by some people. A more general example would be:
template <typename T>
void foo(T x) { generic_foo(x); }
A partial specialization would be:
template <typename T>
void foo(vector<T> x) { partially_specialized_algo_for_vector(x); }
A complete specialization would be:
void foo(vector<bool> bitmap) { special_algo_for_bitmap(bitmap); }
Why this is important? because you can call foo(anything) in a generic function:
template <typename T>
void bar(T x) {
// stuff...
foo(x);
// more stuff...
}
and get the most appropriate implementation at compile time. This is one way for C++ to achieve abstraction w/ minimal performance penalty.
Hope it helps clearing up the concept of "partial specialization". In a way, this is how C++ do type pattern matching without needing the explicit pattern matching syntax (say the match keyword in Ocaml/F#), which sometimes gets in the way for generic programming.
D supports partial specialization:
Language overview
Template feature comparison (with C++ 98 and 0x).
(scan for "partial" in the above links).
The second link in particular will give you a very detailed breakdown of what you can do with template specialization, not only in D but in C++ as well.
Here's a D specific example of swap. It should print out the message for the swap specialized for the Thing class.
import std.stdio; // for writefln
// Class with swap method
class Thing(T)
{
public:
this(T thing)
{
this.thing = thing;
}
// Implementation is the same as generic swap, but it will be called instead.
void swap(Thing that)
{
const T tmp = this.thing;
this.thing = that.thing;
that.thing = tmp;
}
public:
T thing;
}
// Swap generic function
void swap(T)(ref T lhs, ref T rhs)
{
writefln("Generic swap.");
const T tmp = lhs;
lhs = rhs;
rhs = tmp;
}
void swap(T : Thing!(U))(ref T lhs, ref T rhs)
{
writefln("Specialized swap method for Things.");
lhs.swap(rhs);
}
// Test case
int main()
{
auto v1 = new Thing!(int)(10);
auto v2 = new Thing!(int)(20);
assert (v1.thing == 10);
assert (v2.thing == 20);
swap(v1, v2);
assert (v1.thing == 20);
assert (v2.thing == 10);
return 0;
}
I am afraid that C# does not support partial template specialization.
Partial template specialization means:
You have a base class with two or more templates (generics / type parameters).
The type parameters would be <T, S>
In a derived (specialized) class you indicate the type of one of the type parameters.
The type parameters could look like this <T, int>.
So when someone uses (instantiates an object of) the class where the last type parameter is an int, the derived class is used.
Haskell has overlapping instances as an extension:
class Sizable a where
size :: a -> Int
instance Collection c => Sizable c where
size = length . toList
is a function to find size of any collection, which can have more specific instances:
instance Sizable (Seq a) where
size = Seq.length
See also Advanced Overlap on HaskellWiki.
Actually, you can (not quite; see below) do it in C# with extension methods:
public Count (this IEnumerable<T> seq) {
int n = 0;
foreach (T t in seq)
n++;
return n;
}
public Count (this T[] arr) {
return arr.Length;
}
Then calling array.Count() will use the specialised version. "Not quite" is because the resolution depends on the static type of array, not on the run-time type. I.e. this will use the more general version:
IEnumerable<int> array = SomethingThatReturnsAnArray();
return array.Count();
C#:
void Swap<T>(ref T a, ref T b) {
var c = a;
a = b;
b = c;
}
I guess the (pure) Haskell-version would be:
swap :: a -> b -> (b,a)
swap a b = (b, a)
Java has generics, which allow you to do similar sorts of things.