Proper ways to initialize member variables with identical names as the parameters - c++11

I got a class that looks like this
class Rational{
public:
Rational(int p = 0, int q = 1) : p(p), q(q){};
private:
int p;
int q;
};
My question is about the initialization syntax where member variables and constructor parameters has identical names.
I now know it is legal to do so, but my question is:
If I want do have "clean", easy to grasp code I wonder if I can do as one normally would do in java:
//Legal Java Code
this.q = q;
this.p = p;
//Is any of these legal C++ code (if so, which one)?
this.q(q);
this.p(p);
//or
this->q(q);
this->p(p);
Even though I haven't tested it, and I can test it, I still want to know the C++ conventions of doing this.

In C++, you have to say:
this -> q = q;
this -> p = p;
or equivalently
(*this).q = q;
(*this).p = p;
But I think the member initializer list syntax
Rational(int p = 0, int q = 1) : p(p), q(q){}
is cleaner (note the lack of a semicolon!) Why don't you like it?

Related

Insert a map into other map with a unique type key (2)

hello guys i am new to maps in C++ i am having a question regarding copying a particular type map to another map of same kind the details are shown below
I initially declared a map like this
map<string,int> objmap,obj_porcess ;
for(int i = 0; i < 10; i++) {
objmap ["process"+to_string(i)]=i+10//some processing the to_string is just in case but i have strings with names for all 10 values
}
like
objmap["process_today"]=1;
objmap["process_yesterday"]=-1;
objmap["process_tommorow"]=2;
now i want to define some thing like this just my key word should be added with the process and remaining all can be same for all the keys from obj_process
obj_process["today"]=objmap["process_today"] ;
instead of defining all 10 can i have a simple code cause in here i took an example of 10 but i have like 200 set of different strings in the key of map
i already asked a qn for exact opposite one this was my previous qn now when i try its vice versa i got an issue hope i find some help
If you can initialize both at the same time, the solution is straightforward:
const std::vector<std::string> days = {"today", "yesterday", /*...*/};
for(const auto& d : days)
{
objmap["process_" + d] = foo();
obj_process[d] = foo();
}
If you cannot, you should be able to iterate over objmap and get rid of the "process_" prefix with some basic string manipulation:
constexpr auto prefix_length = 8; // length of "process_"
for (const auto& p : objmap)
{
const auto& key = p.first;
const auto& processed_key = key.substr(prefix_length);
obj_process[processed_key] = objmap[key];
}

node.js c++ addon - afraid of memory leak

first of all I admit I'm a newbie in C++ addons for node.js.
I'm writing my first addon and I reached a good result: the addon does what I want. I copied from various examples I found in internet to exchange complex data between the two languages, but I understood almost nothing of what I wrote.
The first thing scaring me is that I wrote nothing that seems to free some memory; another thing which is seriously worrying me is that I don't know if what I wrote may helps or creating confusion for the V8 garbage collector; by the way I don't know if there are better ways to do what I did (iterating over js Object keys in C++, creating js Objects in C++, creating Strings in C++ to be used as properties of js Objects and what else wrong you can find in my code).
So, before going on with my job writing the real math of my addon, I would like to share with the community the nan and V8 part of it to ask if you see something wrong or that can be done in a better way.
Thank you everybody for your help,
iCC
#include <map>
#include <nan.h>
using v8::Array;
using v8::Function;
using v8::FunctionTemplate;
using v8::Local;
using v8::Number;
using v8::Object;
using v8::Value;
using v8::String;
using Nan::AsyncQueueWorker;
using Nan::AsyncWorker;
using Nan::Callback;
using Nan::GetFunction;
using Nan::HandleScope;
using Nan::New;
using Nan::Null;
using Nan::Set;
using Nan::To;
using namespace std;
class Data {
public:
int dt1;
int dt2;
int dt3;
int dt4;
};
class Result {
public:
int x1;
int x2;
};
class Stats {
public:
int stat1;
int stat2;
};
typedef map<int, Data> DataSet;
typedef map<int, DataSet> DataMap;
typedef map<float, Result> ResultSet;
typedef map<int, ResultSet> ResultMap;
class MyAddOn: public AsyncWorker {
private:
DataMap *datas;
ResultMap results;
Stats stats;
public:
MyAddOn(Callback *callback, DataMap *set): AsyncWorker(callback), datas(set) {}
~MyAddOn() { delete datas; }
void Execute () {
for(DataMap::iterator i = datas->begin(); i != datas->end(); ++i) {
int res = i->first;
DataSet *datas = &i->second;
for(DataSet::iterator l = datas->begin(); l != datas->end(); ++l) {
int dt4 = l->first;
Data *data = &l->second;
// TODO: real population of stats and result
}
// test result population
results[res][res].x1 = res;
results[res][res].x2 = res;
}
// test stats population
stats.stat1 = 23;
stats.stat2 = 42;
}
void HandleOKCallback () {
Local<Object> obj;
Local<Object> res = New<Object>();
Local<Array> rslt = New<Array>();
Local<Object> sts = New<Object>();
Local<String> x1K = New<String>("x1").ToLocalChecked();
Local<String> x2K = New<String>("x2").ToLocalChecked();
uint32_t idx = 0;
for(ResultMap::iterator i = results.begin(); i != results.end(); ++i) {
ResultSet *set = &i->second;
for(ResultSet::iterator l = set->begin(); l != set->end(); ++l) {
Result *result = &l->second;
// is it ok to declare obj just once outside the cycles?
obj = New<Object>();
// is it ok to use same x1K and x2K instances for all objects?
Set(obj, x1K, New<Number>(result->x1));
Set(obj, x2K, New<Number>(result->x2));
Set(rslt, idx++, obj);
}
}
Set(sts, New<String>("stat1").ToLocalChecked(), New<Number>(stats.stat1));
Set(sts, New<String>("stat2").ToLocalChecked(), New<Number>(stats.stat2));
Set(res, New<String>("result").ToLocalChecked(), rslt);
Set(res, New<String>("stats" ).ToLocalChecked(), sts);
Local<Value> argv[] = { Null(), res };
callback->Call(2, argv);
}
};
NAN_METHOD(AddOn) {
Local<Object> datas = info[0].As<Object>();
Callback *callback = new Callback(info[1].As<Function>());
Local<Array> props = datas->GetOwnPropertyNames();
Local<String> dt1K = Nan::New("dt1").ToLocalChecked();
Local<String> dt2K = Nan::New("dt2").ToLocalChecked();
Local<String> dt3K = Nan::New("dt3").ToLocalChecked();
Local<Array> props2;
Local<Value> key;
Local<Object> value;
Local<Object> data;
DataMap *set = new DataMap();
int res;
int dt4;
DataSet *dts;
Data *dt;
for(uint32_t i = 0; i < props->Length(); i++) {
// is it ok to declare key, value, props2 and res just once outside the cycle?
key = props->Get(i);
value = datas->Get(key)->ToObject();
props2 = value->GetOwnPropertyNames();
res = To<int>(key).FromJust();
dts = &((*set)[res]);
for(uint32_t l = 0; l < props2->Length(); l++) {
// is it ok to declare key, data and dt4 just once outside the cycles?
key = props2->Get(l);
data = value->Get(key)->ToObject();
dt4 = To<int>(key).FromJust();
dt = &((*dts)[dt4]);
int dt1 = To<int>(data->Get(dt1K)).FromJust();
int dt2 = To<int>(data->Get(dt2K)).FromJust();
int dt3 = To<int>(data->Get(dt3K)).FromJust();
dt->dt1 = dt1;
dt->dt2 = dt2;
dt->dt3 = dt3;
dt->dt4 = dt4;
}
}
AsyncQueueWorker(new MyAddOn(callback, set));
}
NAN_MODULE_INIT(Init) {
Set(target, New<String>("myaddon").ToLocalChecked(), GetFunction(New<FunctionTemplate>(AddOn)).ToLocalChecked());
}
NODE_MODULE(myaddon, Init)
One year and half later...
If somebody is interested, my server is up and running since my question and the amount of memory it requires is stable.
I can't say if the code I wrote really does not has some memory leak or if lost memory is freed at each thread execution end, but if you are afraid as I was, I can say that using same structure and calls does not cause any real problem.
You do actually free up some of the memory you use, with the line of code:
~MyAddOn() { delete datas; }
In essence, C++ memory management boils down to always calling delete for every object created by new. There are also many additional architecture-specific and legacy 'C' memory management functions, but it is not strictly necessary to use these when you do not require the performance benefits.
As an example of what could potentially be a memory leak: You're passing the object held in the *callback pointer to the function AsyncQueueWorker. Yet nowhere in your code is this pointer freed, so unless the Queue worker frees it for you, there is a memory leak here.
You can use a memory tool such as valgrind to test your program further. It will spot most memory problems for you and comes highly recommended.
One thing I've observed is that you often ask (paraphrased):
Is it okay to declare X outside my loop?
To which the answer actually is that declaring variables inside of your loops is better, whenever you can do it. Declare variables as deep inside as you can, unless you have to re-use them. Variables are restricted in scope to the outermost set of {} brackets. You can read more about this in this question.
is it ok to use same x1K and x2K instances for all objects?
In essence, when you do this, if one of these objects modifies its 'x1K' string, then it will change for all of them. The advantage is that you free up memory. If the string is the same for all these objects anyway, instead of having to store say 1,000,000 copies of it, your computer will only keep a single one in memory and have 1,000,000 pointers to it instead. If the string is 9 ASCII characters long or longer under amd64, then that amounts to significant memory savings.
By the way, if you don't intend to modify a variable after its declaration, you can declare it as const, a keyword short for constant which forces the compiler to check that your variable is not modified after declaration. You may have to deal with quite a few compiler errors about functions accepting only non-const versions of things they don't modify, some of which may not be your own code, in which case you're out of luck. Being as conservative as possible with non-const variables can help spot problems.

C++ std::move assignment from scratch - low maintainability

I like the new std::move but afraid that it reduces my program maintainability.
To my knowledge, if I create move constructor or move assignment operator=(), I have to write it from scratch. That is where the problem begins.
Code version 1
Here is a tiny class:-
class B{
M shouldBeMove; //if it is copied, it is still correct (but prefer move)
C shouldBeCopy; //can be copied or moved, both are equal and ok
//wow, I don't even have to write this line for operator=():-
// this->shouldBeCopy = that.shouldBeCopy
}
B b1;
B b2=b1;
Currently, B b2=b1 will copy both M and C. It is ok.
Code version 2
Now I want to use the power of std::move :-
class B{
M shouldBeMove; //now, the program is refactored that it must be moved
// M now has "M& operator=(M&& that)"
C shouldBeCopy;
B& operator=(B&& that){
this->shouldBeMove=std::move(that.shouldBeMove);
this->shouldBeCopy=that.shouldBeCopy; //<-- a bit tedious (1#)
// ... imagine that there are 10 variables to be copied ...
}
}
B b1;
B b2=std::move(b1);
It is still ok, but a bit tedious. (1#)
Code version 3
Then one month in the future, I may want to add a new field e.g. C shouldBeCopy2 to B, I also have to add a line into operator= :-
B& operator=(B&& that){
this->shouldBeMove=std::move(that.shouldBeMove);
this->shouldBeCopy=that.shouldBeCopy;
this->shouldBeCopy2=that.shouldBeCopy2; //<--- new line
}
I think I am a type that may forget to add that line. (2#)
Question:
1#. How to make it not tedious?
2#. How to foolproof my mistake?
You should follow rule of zero and let compiler generate the constructors and assign operators for you.
But when you need to implement a moveable type, make sure you implement both move assignment operator (T& operator=(T&&)) and move constructor (T(T&&)). Please follow rule of five and ensure the class have proper copy constructor/move constructor/copy assignment operator/move assignment operator/destructor
https://ideone.com/UVZNOM
#include <iostream>
using namespace std;
class M{
public: int database=0;
M& operator=(M&& other){
this->database=other.database;
other.database=0;
return *this;
}
M(M &&other) {
*this = std::move(other);
}
M (M& m)=default;
M ()=default;
~M() { /* free db */ }
};
class B{ // As rule of zero, you don't need to implement constructors and assignment operators
public: M shouldMove;
};
int main() {
B b;
b.shouldMove.database=5;
B b2=std::move(b);
std::cout<< b.shouldMove.database <<std::endl;
std::cout<< b2.shouldMove.database <<std::endl;
return 0;
}

using a union-like class in an std::initializer_list

In the code below I show union-like class S which contains two non-related structs B and C. I show how to instantiate the non-POD std::string and delete it again and then switch S to S::CC and set the num int.
#include <vector>
#include <string>
#include <iostream>
#include <memory>
struct B
{
B() {}
~B() {}
std::string str;
void Func1() {}
};
struct C
{
C() {}
~C() {}
int num;
void Func2() {}
};
struct S
{
S() { tag = CC; }
S( const S& s )
{
switch( s.tag )
{
case BB:
new ( &b.str ) std::string;
b.str = s.b.str;
break;
case CC:
c.num = s.c.num;
default:
break;
}
}
~S()
{
switch( tag )
{
case BB:
b.str.~basic_string< char >();
break;
case CC:
c.num = 0;
break;
default:
break;
}
}
enum { BB, CC } tag;
union
{
B b;
C c;
};
};
struct H
{
H( std::initializer_list< S > initializerList ) : initListVect( initializerList ) {}
std::vector< S > initListVect;
};
int main()
{
S s;
s.tag = S::BB;
new ( &s.b.str ) std::string; // docs say use new placement to create memory
s.b.str = "bbb";
s.b.str.~basic_string< char >(); // string usage in B ok
s.tag = S::CC;
s.c.num = 333; // int usage in C ok
H h { }; // what should the init list be if I wanted 3 list elements S::BB, S::CC, S::BB?
return 0;
}
My goal, however, is to use S in an std::initializer_list. I don’t know what the format should be for initializeing h. What should the arguments be if I wanted to initialize h with these S::BB, S::CC, S::BB?
My compiler is VS2015.
Edit:
This post’s history: my posting comes from a need for a definitive answer to the question of storing compile-time-deduceable heterogeneous objects in an std::initializer_list. This question has been asked many times before and there have been many attempts at answers (see Heterogeneous containers in C++). The most simplistic answer is to use polymorphism, but this ignores the power of being able to define a type at compile time (templates). Besides, heterogeneous, non-related objects grouped together polymorphically means a lot of derived data members are useless, which sows usage and maintenance confusion downstream. Other advice given was to use boost::any or boost::variant, but this has the same weakness as polymorphism and reduces message declaration clarity. Another attempt at container object heterogeneity was the use of std::tuple, but although an initializer_list can certainly contain tuples, this approach too ignores compile-time type resolution. I even found a paper written in 1999 called Heterogeneous, Nested STL Containers in C++ which uses template template arguments to solve the heterogeneity problem. After all this, I settled on class-like unions which led to my posting here. Class-like unions for non-related/heterogeneous container objects has perfect message declaration clarity, no object size ambiguity, and is compile time template-able, and it leads to excellent downstream maintenance scenarios.
Edit2: (5 weeks later) Here is what has happened. 1) I implemented a full class-like union solution given the advice in this posting. The result was tedious and unwieldy with ‘tag’ being used to identify which sub-method to call for each new functionality. Low grade regarding code maintenance. 2) c++17 has accepted std::variant. Since that is currently not yet implemented in VS2015 Update 2, I set about using boost::variant. See What is the right c++ variant syntax for calling a member function set to a particular variant? which uses the Visitor pattern to allow access to initialized variant members and member functions. This eliminates the ‘tag’ switches and variant ‘get’ calls. Bottom line: I dropped my class-like union and adopted variant for creating maintainable code that uses initializer_list to store variant member functionality all being initializable at compile time (read: highly maintainable).
Alright, I'm feeling generous and I've made custom unions myself so he're some stuff that'll get you set up. I've rewritten your S structure to be more compliant and usable. (I've made changes marked by comments)
struct S
{
S() : tag(CC) // initializer
{
new (&c) C; // make C object
}
S(int num) : tag(CC) // added integer constructor
{
new (&c) C;
c.num = num;
}
S(const std::string& str) : tag(BB) // added string constructor
{
new (&b) B;
b.str = str;
}
S( const S& s ) : tag(s.tag)
{
if (tag == CC)
{
new (&c) C; // construct c
c.num = s.c.num;
}
else if (tag == BB)
{
new (&b) B; // construct b, not b.str
b.str = s.b.str;
}
}
S& operator= (const S& s) // added assignment operator
{
if (tag == s.tag) // just copy b or c
{
if (tag == CC)
c = s.c;
else
b = s.b;
}
else // reconstruct b or c
{
if (tag == CC)
{
c.~C(); // destroy c
new (&b) B; // construct b
b.str = s.b.str;
}
else
{
b.~B(); // destroy b
new (&c) C; // construct c
c.num = s.c.num;
}
tag = s.tag;
}
return *this;
}
~S()
{
if (tag == CC)
{
c.~C(); // destroy c
}
else if (tag == BB)
{
b.~B(); // destroy b, not b.str
}
}
enum { BB, CC } tag;
union
{
B b;
C c;
};
};
One of the things that you were doing improperly was skipping the construction and destruction of B and C and going straight for the internal variables. You should always create and destroy types properly even when they may be trivial. While this may work out, not initializing these objects properly is only asking for trouble (It also makes it easier should you change B or C in the future).
To make using the class easier, I added in the proper constructors for std::string and int as well as an assignment operator. Because now that we can construct the objects how we want, your main() could look like this:
int main()
{
S s; // default S
s = std::string("bbb"); // set to string
s = 333; // set to number
// use initialization list
H h { std::string("bb"), 33, std::string("bb") };
return 0;
}
I encourage you to modify B and C to use constructors to build their internals rather than relying on S.

Memory allocation of string literal in c

I am having a strange issue with memory allocation in c, the file is fairly complicated so I cannot include it all here but perhaps you can point me in the right direction as to why this may be happening.
I am trying to create a string literal as such:
char * p = "root"
But when i look at the value of this variable at runtime (at the line directly after the declaration) i get this:
$1 = 0x7001260c "me"
and when I look at the contents of the memory at 0x7001260c it indeed holds the string "me".
EDIT:
To give more context when I run the following code the value of p on the last line is "root".
create_directory("root/home");
char * p = "root";
char * q = "foo";
And when I run the following code the value of p is "io"
create_directory("io/home");
char * p = "root";
char * q = "foo";
The create_directory function:
void create_directory(char * path) {
directory d;
directory * dir = &d;
//Browse to closest directory
path = find_directory(path, dir);
//Create remaining directories
char component[20];
path = next_component(path, component);
while (strlen(component) > 0) {
add_dir_entry(dir, component, inode_next);
write_dir_entry(dir, inode_to_loc(dir->inode));
directory new;
new.type = DIRECTORY;
new.inode = inode_next;
write_dir_entry(&new, inode_to_loc(inode_next));
inode_next++;
dir = &new;
path = next_component(path, component);
}
}
Almost certainly, there's a bug somewhere in your program that causes a constant to be modified which is, of course, illegal. Perhaps you're doing something like this:
void to_lower(char *j)
{
while (*j != 0) { *j = tolower(*j); j++; }
}
...
bool is_yes(char *k)
{
to_lower(k);
return strcmp(k, "yes") == 0;
}
void someFunc(char *k)
{
if (is_yes(k)) // ...
...
}
someFunc("testing");
See what this does? We pass a pointer to a constant to sumeFunc, but it flows down to to_lower which modifies the thing it points to -- modifying a constant.
Somehow, your code probably does something like that.
Start by changing code like char * p = "root" to code like char const* p = "root". That will give you a better chance of catching this kind of problem at compile time.

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